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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs766
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs353
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs723
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs454
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs246
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1439
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1481
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs768
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1103
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 7263 insertions, 2317 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e92a087..65c279e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -134,6 +135,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
134 SendAnimPack(); 135 SendAnimPack();
135 } 136 }
136 137
138 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
139 {
140 if (m_scenePresence.IsChildAgent)
141 return;
142
143 if (animID != UUID.Zero)
144 {
145 if (addRemove)
146 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
147 else
148 m_animations.Remove(animID, true);
149 }
150 if(sendPack)
151 SendAnimPack();
152 }
153
137 // Called from scripts 154 // Called from scripts
138 public void RemoveAnimation(string name) 155 public void RemoveAnimation(string name)
139 { 156 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
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// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 59d0148..4733547 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1423,6 +1428,26 @@ namespace OpenSim.Region.Framework.Scenes
1423 } 1428 }
1424 } 1429 }
1425 } 1430 }
1431 public void TriggerTerrainUpdate()
1432 {
1433 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1434 if (handlerTerrainUpdate != null)
1435 {
1436 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1437 {
1438 try
1439 {
1440 d();
1441 }
1442 catch (Exception e)
1443 {
1444 m_log.ErrorFormat(
1445 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1446 e.Message, e.StackTrace);
1447 }
1448 }
1449 }
1450 }
1426 1451
1427 public void TriggerTerrainTick() 1452 public void TriggerTerrainTick()
1428 { 1453 {
@@ -1755,6 +1780,7 @@ namespace OpenSim.Region.Framework.Scenes
1755 m_log.ErrorFormat( 1780 m_log.ErrorFormat(
1756 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1781 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1757 e.Message, e.StackTrace); 1782 e.Message, e.StackTrace);
1783 m_log.ErrorFormat(Environment.StackTrace);
1758 } 1784 }
1759 } 1785 }
1760 } 1786 }
@@ -3033,6 +3059,7 @@ namespace OpenSim.Region.Framework.Scenes
3033 { 3059 {
3034 foreach (Action<Scene> d in handler.GetInvocationList()) 3060 foreach (Action<Scene> d in handler.GetInvocationList())
3035 { 3061 {
3062 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3036 try 3063 try
3037 { 3064 {
3038 d(s); 3065 d(s);
@@ -3045,6 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
3045 } 3072 }
3046 } 3073 }
3047 } 3074 }
3075 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3048 } 3076 }
3049 3077
3050 public void TriggerOnRegionStarted(Scene scene) 3078 public void TriggerOnRegionStarted(Scene scene)
@@ -3214,5 +3242,14 @@ namespace OpenSim.Region.Framework.Scenes
3214 } 3242 }
3215 } 3243 }
3216 } 3244 }
3245
3246 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3247 {
3248 ThrottleUpdate handler = OnThrottleUpdate;
3249 if (handler != null)
3250 {
3251 handler(scenePresence);
3252 }
3253 }
3217 } 3254 }
3218} 3255}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b102e48
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,766 @@
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 public class KeyframeTimer
26 {
27 private static Dictionary<Scene, KeyframeTimer>m_timers =
28 new Dictionary<Scene, KeyframeTimer>();
29
30 private Timer m_timer;
31 private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
32 private object m_lockObject = new object();
33 private object m_timerLock = new object();
34 private const double m_tickDuration = 50.0;
35 private Scene m_scene;
36
37 public double TickDuration
38 {
39 get { return m_tickDuration; }
40 }
41
42 public KeyframeTimer(Scene scene)
43 {
44 m_timer = new Timer();
45 m_timer.Interval = TickDuration;
46 m_timer.AutoReset = true;
47 m_timer.Elapsed += OnTimer;
48
49 m_scene = scene;
50
51 m_timer.Start();
52 }
53
54 private void OnTimer(object sender, ElapsedEventArgs ea)
55 {
56 if (!Monitor.TryEnter(m_timerLock))
57 return;
58
59 try
60 {
61 List<KeyframeMotion> motions;
62
63 lock (m_lockObject)
64 {
65 motions = new List<KeyframeMotion>(m_motions.Keys);
66 }
67
68 foreach (KeyframeMotion m in motions)
69 {
70 try
71 {
72 m.OnTimer(TickDuration);
73 }
74 catch (Exception inner)
75 {
76 // Don't stop processing
77 }
78 }
79 }
80 catch (Exception e)
81 {
82 // Keep running no matter what
83 }
84 finally
85 {
86 Monitor.Exit(m_timerLock);
87 }
88 }
89
90 public static void Add(KeyframeMotion motion)
91 {
92 KeyframeTimer timer;
93
94 if (motion.Scene == null)
95 return;
96
97 lock (m_timers)
98 {
99 if (!m_timers.TryGetValue(motion.Scene, out timer))
100 {
101 timer = new KeyframeTimer(motion.Scene);
102 m_timers[motion.Scene] = timer;
103 }
104 }
105
106 lock (timer.m_lockObject)
107 {
108 timer.m_motions[motion] = null;
109 }
110 }
111
112 public static void Remove(KeyframeMotion motion)
113 {
114 KeyframeTimer timer;
115
116 if (motion.Scene == null)
117 return;
118
119 lock (m_timers)
120 {
121 if (!m_timers.TryGetValue(motion.Scene, out timer))
122 {
123 return;
124 }
125 }
126
127 lock (timer.m_lockObject)
128 {
129 timer.m_motions.Remove(motion);
130 }
131 }
132 }
133
134 [Serializable]
135 public class KeyframeMotion
136 {
137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
138
139 public enum PlayMode : int
140 {
141 Forward = 0,
142 Reverse = 1,
143 Loop = 2,
144 PingPong = 3
145 };
146
147 [Flags]
148 public enum DataFormat : int
149 {
150 Translation = 2,
151 Rotation = 1
152 }
153
154 [Serializable]
155 public struct Keyframe
156 {
157 public Vector3? Position;
158 public Quaternion? Rotation;
159 public Quaternion StartRotation;
160 public int TimeMS;
161 public int TimeTotal;
162 public Vector3 AngularVelocity;
163 };
164
165 private Vector3 m_serializedPosition;
166 private Vector3 m_basePosition;
167 private Quaternion m_baseRotation;
168
169 private Keyframe m_currentFrame;
170
171 private List<Keyframe> m_frames = new List<Keyframe>();
172
173 private Keyframe[] m_keyframes;
174
175 // skip timer events.
176 //timer.stop doesn't assure there aren't event threads still being fired
177 [NonSerialized()]
178 private bool m_timerStopped;
179
180 [NonSerialized()]
181 private bool m_isCrossing;
182
183 [NonSerialized()]
184 private bool m_waitingCrossing;
185
186 // retry position for cross fail
187 [NonSerialized()]
188 private Vector3 m_nextPosition;
189
190 [NonSerialized()]
191 private SceneObjectGroup m_group;
192
193 private PlayMode m_mode = PlayMode.Forward;
194 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
195
196 private bool m_running = false;
197
198 [NonSerialized()]
199 private bool m_selected = false;
200
201 private int m_iterations = 0;
202
203 private int m_skipLoops = 0;
204
205 [NonSerialized()]
206 private Scene m_scene;
207
208 public Scene Scene
209 {
210 get { return m_scene; }
211 }
212
213 public DataFormat Data
214 {
215 get { return m_data; }
216 }
217
218 public bool Selected
219 {
220 set
221 {
222 if (m_group != null)
223 {
224 if (!value)
225 {
226 // Once we're let go, recompute positions
227 if (m_selected)
228 UpdateSceneObject(m_group);
229 }
230 else
231 {
232 // Save selection position in case we get moved
233 if (!m_selected)
234 {
235 StopTimer();
236 m_serializedPosition = m_group.AbsolutePosition;
237 }
238 }
239 }
240 m_isCrossing = false;
241 m_waitingCrossing = false;
242 m_selected = value;
243 }
244 }
245
246 private void StartTimer()
247 {
248 KeyframeTimer.Add(this);
249 m_timerStopped = false;
250 }
251
252 private void StopTimer()
253 {
254 m_timerStopped = true;
255 KeyframeTimer.Remove(this);
256 }
257
258 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
259 {
260 KeyframeMotion newMotion = null;
261
262 try
263 {
264 MemoryStream ms = new MemoryStream(data);
265 BinaryFormatter fmt = new BinaryFormatter();
266
267 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
268
269 newMotion.m_group = grp;
270
271 if (grp != null)
272 {
273 newMotion.m_scene = grp.Scene;
274 if (grp.IsSelected)
275 newMotion.m_selected = true;
276 }
277
278 newMotion.m_timerStopped = false;
279 newMotion.m_running = true;
280 newMotion.m_isCrossing = false;
281 newMotion.m_waitingCrossing = false;
282 }
283 catch
284 {
285 newMotion = null;
286 }
287
288 return newMotion;
289 }
290
291 public void UpdateSceneObject(SceneObjectGroup grp)
292 {
293 m_isCrossing = false;
294 m_waitingCrossing = false;
295 StopTimer();
296
297 if (grp == null)
298 return;
299
300 m_group = grp;
301 m_scene = grp.Scene;
302
303 Vector3 grppos = grp.AbsolutePosition;
304 Vector3 offset = grppos - m_serializedPosition;
305 // avoid doing it more than once
306 // current this will happen draging a prim to other region
307 m_serializedPosition = grppos;
308
309 m_basePosition += offset;
310 m_currentFrame.Position += offset;
311
312 m_nextPosition += offset;
313
314 for (int i = 0; i < m_frames.Count; i++)
315 {
316 Keyframe k = m_frames[i];
317 k.Position += offset;
318 m_frames[i]=k;
319 }
320
321 if (m_running)
322 Start();
323 }
324
325 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
326 {
327 m_mode = mode;
328 m_data = data;
329
330 m_group = grp;
331 if (grp != null)
332 {
333 m_basePosition = grp.AbsolutePosition;
334 m_baseRotation = grp.GroupRotation;
335 m_scene = grp.Scene;
336 }
337
338 m_timerStopped = true;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341 }
342
343 public void SetKeyframes(Keyframe[] frames)
344 {
345 m_keyframes = frames;
346 }
347
348 public KeyframeMotion Copy(SceneObjectGroup newgrp)
349 {
350 StopTimer();
351
352 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
353
354 newmotion.m_group = newgrp;
355 newmotion.m_scene = newgrp.Scene;
356
357 if (m_keyframes != null)
358 {
359 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
360 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
361 }
362
363 newmotion.m_frames = new List<Keyframe>(m_frames);
364
365 newmotion.m_basePosition = m_basePosition;
366 newmotion.m_baseRotation = m_baseRotation;
367
368 if (m_selected)
369 newmotion.m_serializedPosition = m_serializedPosition;
370 else
371 {
372 if (m_group != null)
373 newmotion.m_serializedPosition = m_group.AbsolutePosition;
374 else
375 newmotion.m_serializedPosition = m_serializedPosition;
376 }
377
378 newmotion.m_currentFrame = m_currentFrame;
379
380 newmotion.m_iterations = m_iterations;
381 newmotion.m_running = m_running;
382
383 if (m_running && !m_waitingCrossing)
384 StartTimer();
385
386 return newmotion;
387 }
388
389 public void Delete()
390 {
391 m_running = false;
392 StopTimer();
393 m_isCrossing = false;
394 m_waitingCrossing = false;
395 m_frames.Clear();
396 m_keyframes = null;
397 }
398
399 public void Start()
400 {
401 m_isCrossing = false;
402 m_waitingCrossing = false;
403 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
404 {
405 StartTimer();
406 m_running = true;
407 }
408 else
409 {
410 m_running = false;
411 StopTimer();
412 }
413 }
414
415 public void Stop()
416 {
417 m_running = false;
418 m_isCrossing = false;
419 m_waitingCrossing = false;
420
421 StopTimer();
422
423 m_basePosition = m_group.AbsolutePosition;
424 m_baseRotation = m_group.GroupRotation;
425
426 m_group.RootPart.Velocity = Vector3.Zero;
427 m_group.RootPart.AngularVelocity = Vector3.Zero;
428 m_group.SendGroupRootTerseUpdate();
429// m_group.RootPart.ScheduleTerseUpdate();
430 m_frames.Clear();
431 }
432
433 public void Pause()
434 {
435 m_running = false;
436 StopTimer();
437
438 m_group.RootPart.Velocity = Vector3.Zero;
439 m_group.RootPart.AngularVelocity = Vector3.Zero;
440 m_group.SendGroupRootTerseUpdate();
441// m_group.RootPart.ScheduleTerseUpdate();
442
443 }
444
445 private void GetNextList()
446 {
447 m_frames.Clear();
448 Vector3 pos = m_basePosition;
449 Quaternion rot = m_baseRotation;
450
451 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
452 {
453 int direction = 1;
454 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
455 direction = -1;
456
457 int start = 0;
458 int end = m_keyframes.Length;
459
460 if (direction < 0)
461 {
462 start = m_keyframes.Length - 1;
463 end = -1;
464 }
465
466 for (int i = start; i != end ; i += direction)
467 {
468 Keyframe k = m_keyframes[i];
469
470 if (k.Position.HasValue)
471 {
472 k.Position = (k.Position * direction);
473// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
474 k.Position += pos;
475 }
476 else
477 {
478 k.Position = pos;
479// k.Velocity = Vector3.Zero;
480 }
481
482 k.StartRotation = rot;
483 if (k.Rotation.HasValue)
484 {
485 if (direction == -1)
486 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
487 k.Rotation = rot * k.Rotation;
488 }
489 else
490 {
491 k.Rotation = rot;
492 }
493
494/* ang vel not in use for now
495
496 float angle = 0;
497
498 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;
499 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;
500 float aa_bb = aa * bb;
501
502 if (aa_bb == 0)
503 {
504 angle = 0;
505 }
506 else
507 {
508 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
509 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
510 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
511 k.StartRotation.W * ((Quaternion)k.Rotation).W;
512 float q = (ab * ab) / aa_bb;
513
514 if (q > 1.0f)
515 {
516 angle = 0;
517 }
518 else
519 {
520 angle = (float)Math.Acos(2 * q - 1);
521 }
522 }
523
524 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
525 */
526 k.TimeTotal = k.TimeMS;
527
528 m_frames.Add(k);
529
530 pos = (Vector3)k.Position;
531 rot = (Quaternion)k.Rotation;
532 }
533
534 m_basePosition = pos;
535 m_baseRotation = rot;
536
537 m_iterations++;
538 }
539 }
540
541 public void OnTimer(double tickDuration)
542 {
543 if (m_skipLoops > 0)
544 {
545 m_skipLoops--;
546 return;
547 }
548
549 if (m_timerStopped) // trap events still in air even after a timer.stop
550 return;
551
552 if (m_group == null)
553 return;
554
555 bool update = false;
556
557 if (m_selected)
558 {
559 if (m_group.RootPart.Velocity != Vector3.Zero)
560 {
561 m_group.RootPart.Velocity = Vector3.Zero;
562 m_group.SendGroupRootTerseUpdate();
563
564 }
565 return;
566 }
567
568 if (m_isCrossing)
569 {
570 // if crossing and timer running then cross failed
571 // wait some time then
572 // retry to set the position that evtually caused the outbound
573 // if still outside region this will call startCrossing below
574 m_isCrossing = false;
575 m_group.AbsolutePosition = m_nextPosition;
576 if (!m_isCrossing)
577 {
578 StopTimer();
579 StartTimer();
580 }
581 return;
582 }
583
584 if (m_frames.Count == 0)
585 {
586 GetNextList();
587
588 if (m_frames.Count == 0)
589 {
590 Stop();
591 Scene scene = m_group.Scene;
592
593 IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
594 foreach (IScriptModule m in scriptModules)
595 {
596 if (m == null)
597 continue;
598 m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
599 }
600
601 return;
602 }
603
604 m_currentFrame = m_frames[0];
605 m_currentFrame.TimeMS += (int)tickDuration;
606
607 //force a update on a keyframe transition
608 update = true;
609 }
610
611 m_currentFrame.TimeMS -= (int)tickDuration;
612
613 // Do the frame processing
614 double steps = (double)m_currentFrame.TimeMS / tickDuration;
615
616 if (steps <= 0.0)
617 {
618 m_group.RootPart.Velocity = Vector3.Zero;
619 m_group.RootPart.AngularVelocity = Vector3.Zero;
620
621 m_nextPosition = (Vector3)m_currentFrame.Position;
622 m_group.AbsolutePosition = m_nextPosition;
623
624 // we are sending imediate updates, no doing force a extra terseUpdate
625 // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
626
627 m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
628 m_frames.RemoveAt(0);
629 if (m_frames.Count > 0)
630 m_currentFrame = m_frames[0];
631
632 update = true;
633 }
634 else
635 {
636 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
637
638 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
639 Vector3 motionThisFrame = v / (float)steps;
640 v = v * 1000 / m_currentFrame.TimeMS;
641
642 if (Vector3.Mag(motionThisFrame) >= 0.05f)
643 {
644 // m_group.AbsolutePosition += motionThisFrame;
645 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
646 m_group.AbsolutePosition = m_nextPosition;
647
648 m_group.RootPart.Velocity = v;
649 update = true;
650 }
651
652 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
653 {
654 Quaternion current = m_group.GroupRotation;
655
656 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
657 step.Normalize();
658/* use simpler change detection
659* float angle = 0;
660
661 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
662 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
663 float aa_bb = aa * bb;
664
665 if (aa_bb == 0)
666 {
667 angle = 0;
668 }
669 else
670 {
671 float ab = current.X * step.X +
672 current.Y * step.Y +
673 current.Z * step.Z +
674 current.W * step.W;
675 float q = (ab * ab) / aa_bb;
676
677 if (q > 1.0f)
678 {
679 angle = 0;
680 }
681 else
682 {
683 angle = (float)Math.Acos(2 * q - 1);
684 }
685 }
686
687 if (angle > 0.01f)
688*/
689 if(Math.Abs(step.X - current.X) > 0.001f
690 || Math.Abs(step.Y - current.Y) > 0.001f
691 || Math.Abs(step.Z - current.Z) > 0.001f)
692 // assuming w is a dependente var
693
694 {
695// m_group.UpdateGroupRotationR(step);
696 m_group.RootPart.RotationOffset = step;
697
698 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
699 update = true;
700 }
701 }
702 }
703
704 if (update)
705 {
706 m_group.SendGroupRootTerseUpdate();
707 }
708 }
709
710 public Byte[] Serialize()
711 {
712 StopTimer();
713 MemoryStream ms = new MemoryStream();
714
715 BinaryFormatter fmt = new BinaryFormatter();
716 SceneObjectGroup tmp = m_group;
717 m_group = null;
718 if (!m_selected && tmp != null)
719 m_serializedPosition = tmp.AbsolutePosition;
720 fmt.Serialize(ms, this);
721 m_group = tmp;
722 if (m_running && !m_waitingCrossing)
723 StartTimer();
724
725 return ms.ToArray();
726 }
727
728 public void StartCrossingCheck()
729 {
730 // timer will be restart by crossingFailure
731 // or never since crossing worked and this
732 // should be deleted
733 StopTimer();
734
735 m_isCrossing = true;
736 m_waitingCrossing = true;
737
738 // to remove / retune to smoth crossings
739 if (m_group.RootPart.Velocity != Vector3.Zero)
740 {
741 m_group.RootPart.Velocity = Vector3.Zero;
742 m_group.SendGroupRootTerseUpdate();
743// m_group.RootPart.ScheduleTerseUpdate();
744 }
745 }
746
747 public void CrossingFailure()
748 {
749 m_waitingCrossing = false;
750
751 if (m_group != null)
752 {
753 m_group.RootPart.Velocity = Vector3.Zero;
754 m_group.SendGroupRootTerseUpdate();
755// m_group.RootPart.ScheduleTerseUpdate();
756
757 if (m_running)
758 {
759 StopTimer();
760 m_skipLoops = 1200; // 60 seconds
761 StartTimer();
762 }
763 }
764 }
765 }
766}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 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)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
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..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
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.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6808017..6a3fb24 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -39,6 +39,7 @@ using OpenSim.Region.Framework;
39using OpenSim.Framework.Client; 39using OpenSim.Framework.Client;
40using OpenSim.Region.Framework.Interfaces; 40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using PermissionMask = OpenSim.Framework.PermissionMask;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
@@ -101,12 +102,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 102 engine.StartProcessing();
102 } 103 }
103 104
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 106 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 107 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 108 if (money != null)
108 { 109 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 110 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 111 }
111 112
112 AddInventoryItem(item); 113 AddInventoryItem(item);
@@ -169,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 170 return false;
170 } 171 }
171 } 172 }
172 173
173 if (InventoryService.AddItem(item)) 174 if (InventoryService.AddItem(item))
174 { 175 {
175 int userlevel = 0; 176 int userlevel = 0;
@@ -324,8 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
324 325
325 // Update item with new asset 326 // Update item with new asset
326 item.AssetID = asset.FullID; 327 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 328 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 329
330 part.SendPropertiesToClient(remoteClient); 330 part.SendPropertiesToClient(remoteClient);
331 331
@@ -336,12 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 336 {
337 // Needs to determine which engine was running it and use that 337 // Needs to determine which engine was running it and use that
338 // 338 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 339 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 340 }
346 341
347 // Tell anyone managing scripts that a script has been reloaded/changed 342 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -407,6 +402,7 @@ namespace OpenSim.Region.Framework.Scenes
407 if (item.Owner != remoteClient.AgentId) 402 if (item.Owner != remoteClient.AgentId)
408 return; 403 return;
409 404
405 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
410 item.Name = itemUpd.Name; 406 item.Name = itemUpd.Name;
411 item.Description = itemUpd.Description; 407 item.Description = itemUpd.Description;
412 408
@@ -794,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
794 return; 790 return;
795 } 791 }
796 792
793 if (newName == null) newName = item.Name;
794
797 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
798 796
799 if (asset != null) 797 if (asset != null)
@@ -854,6 +852,24 @@ namespace OpenSim.Region.Framework.Scenes
854 } 852 }
855 853
856 /// <summary> 854 /// <summary>
855 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
856 /// </summary>
857 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
858 {
859 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
860 foreach (InventoryItemBase b in items)
861 {
862 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
863 InventoryItemBase n = InventoryService.GetItem(b);
864 n.Folder = destfolder;
865 moveitems.Add(n);
866 remoteClient.SendInventoryItemCreateUpdate(n, 0);
867 }
868
869 MoveInventoryItem(remoteClient, moveitems);
870 }
871
872 /// <summary>
857 /// Move an item within the agent's inventory. 873 /// Move an item within the agent's inventory.
858 /// </summary> 874 /// </summary>
859 /// <param name="remoteClient"></param> 875 /// <param name="remoteClient"></param>
@@ -888,11 +904,22 @@ namespace OpenSim.Region.Framework.Scenes
888 public void CreateNewInventoryItem( 904 public void CreateNewInventoryItem(
889 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 905 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
890 string name, string description, uint flags, uint callbackID, 906 string name, string description, uint flags, uint callbackID,
891 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 907 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
892 { 908 {
893 CreateNewInventoryItem( 909 CreateNewInventoryItem(
894 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 910 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
895 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 911 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
912 }
913
914
915 private void CreateNewInventoryItem(
916 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
917 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
918 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
919 {
920 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
921 name, description, flags, callbackID, asset, invType,
922 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
896 } 923 }
897 924
898 /// <summary> 925 /// <summary>
@@ -917,7 +944,7 @@ namespace OpenSim.Region.Framework.Scenes
917 private void CreateNewInventoryItem( 944 private void CreateNewInventoryItem(
918 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 945 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
919 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 946 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
920 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 947 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
921 { 948 {
922 InventoryItemBase item = new InventoryItemBase(); 949 InventoryItemBase item = new InventoryItemBase();
923 item.Owner = remoteClient.AgentId; 950 item.Owner = remoteClient.AgentId;
@@ -940,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
940 967
941 if (AddInventoryItem(item)) 968 if (AddInventoryItem(item))
942 { 969 {
943 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 970 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
944 } 971 }
945 else 972 else
946 { 973 {
@@ -1010,8 +1037,8 @@ namespace OpenSim.Region.Framework.Scenes
1010 CreateNewInventoryItem( 1037 CreateNewInventoryItem(
1011 remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID, 1038 remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
1012 name, description, 0, callbackID, asset, invType, 1039 name, description, 0, callbackID, asset, invType,
1013 (uint)PermissionMask.All, (uint)PermissionMask.All, (uint)PermissionMask.All, 1040 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All,
1014 (uint)PermissionMask.All, (uint)PermissionMask.All, Util.UnixTimeSinceEpoch()); 1041 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, Util.UnixTimeSinceEpoch());
1015 } 1042 }
1016 else 1043 else
1017 { 1044 {
@@ -1215,6 +1242,10 @@ namespace OpenSim.Region.Framework.Scenes
1215 { 1242 {
1216 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1243 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1217 1244
1245 // Can't move a null item
1246 if (itemId == UUID.Zero)
1247 return;
1248
1218 if (null == part) 1249 if (null == part)
1219 { 1250 {
1220 m_log.WarnFormat( 1251 m_log.WarnFormat(
@@ -1319,21 +1350,28 @@ namespace OpenSim.Region.Framework.Scenes
1319 return; 1350 return;
1320 } 1351 }
1321 1352
1322 if (part.OwnerID != destPart.OwnerID) 1353 // Can't transfer this
1354 //
1355 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1356 return;
1357
1358 bool overrideNoMod = false;
1359 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1360 overrideNoMod = true;
1361
1362 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1323 { 1363 {
1324 // Source must have transfer permissions 1364 // object cannot copy items to an object owned by a different owner
1325 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1365 // unless llAllowInventoryDrop has been called
1326 return;
1327 1366
1328 // Object cannot copy items to an object owned by a different owner 1367 return;
1329 // unless llAllowInventoryDrop has been called on the destination
1330 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1331 return;
1332 } 1368 }
1333 1369
1334 // must have both move and modify permission to put an item in an object 1370 // must have both move and modify permission to put an item in an object
1335 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1371 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1372 {
1336 return; 1373 return;
1374 }
1337 1375
1338 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1376 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1339 1377
@@ -1389,6 +1427,14 @@ namespace OpenSim.Region.Framework.Scenes
1389 1427
1390 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1428 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1391 { 1429 {
1430 SceneObjectPart destPart = GetSceneObjectPart(destID);
1431 if (destPart != null) // Move into a prim
1432 {
1433 foreach(UUID itemID in items)
1434 MoveTaskInventoryItem(destID, host, itemID);
1435 return destID; // Prim folder ID == prim ID
1436 }
1437
1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1438 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1393 1439
1394 UUID newFolderID = UUID.Random(); 1440 UUID newFolderID = UUID.Random();
@@ -1571,12 +1617,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1617 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1572 remoteClient, part, transactionID, currentItem); 1618 remoteClient, part, transactionID, currentItem);
1573 1619
1574 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1620// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1575 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1621// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1576 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1622// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1577 remoteClient.SendAgentAlertMessage("Script saved", false); 1623// remoteClient.SendAgentAlertMessage("Script saved", false);
1578 else 1624// else
1579 remoteClient.SendAgentAlertMessage("Item saved", false); 1625// remoteClient.SendAgentAlertMessage("Item saved", false);
1580 } 1626 }
1581 1627
1582 // Base ALWAYS has move 1628 // Base ALWAYS has move
@@ -1946,23 +1992,32 @@ namespace OpenSim.Region.Framework.Scenes
1946 // build a list of eligible objects 1992 // build a list of eligible objects
1947 List<uint> deleteIDs = new List<uint>(); 1993 List<uint> deleteIDs = new List<uint>();
1948 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1994 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1949 1995 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1950 // Start with true for both, then remove the flags if objects
1951 // that we can't derez are part of the selection
1952 bool permissionToTake = true;
1953 bool permissionToTakeCopy = true;
1954 bool permissionToDelete = true;
1955 1996
1956 foreach (uint localID in localIDs) 1997 foreach (uint localID in localIDs)
1957 { 1998 {
1999 // Start with true for both, then remove the flags if objects
2000 // that we can't derez are part of the selection
2001 bool permissionToTake = true;
2002 bool permissionToTakeCopy = true;
2003 bool permissionToDelete = true;
2004
1958 // Invalid id 2005 // Invalid id
1959 SceneObjectPart part = GetSceneObjectPart(localID); 2006 SceneObjectPart part = GetSceneObjectPart(localID);
1960 if (part == null) 2007 if (part == null)
2008 {
2009 //Client still thinks the object exists, kill it
2010 deleteIDs.Add(localID);
1961 continue; 2011 continue;
2012 }
1962 2013
1963 // Already deleted by someone else 2014 // Already deleted by someone else
1964 if (part.ParentGroup.IsDeleted) 2015 if (part.ParentGroup.IsDeleted)
2016 {
2017 //Client still thinks the object exists, kill it
2018 deleteIDs.Add(localID);
1965 continue; 2019 continue;
2020 }
1966 2021
1967 // Can't delete child prims 2022 // Can't delete child prims
1968 if (part != part.ParentGroup.RootPart) 2023 if (part != part.ParentGroup.RootPart)
@@ -1970,8 +2025,8 @@ namespace OpenSim.Region.Framework.Scenes
1970 2025
1971 SceneObjectGroup grp = part.ParentGroup; 2026 SceneObjectGroup grp = part.ParentGroup;
1972 2027
1973 deleteIDs.Add(localID); 2028 // If child prims have invalid perms, fix them
1974 deleteGroups.Add(grp); 2029 grp.AdjustChildPrimPermissions();
1975 2030
1976 // If child prims have invalid perms, fix them 2031 // If child prims have invalid perms, fix them
1977 grp.AdjustChildPrimPermissions(); 2032 grp.AdjustChildPrimPermissions();
@@ -1992,81 +2047,193 @@ namespace OpenSim.Region.Framework.Scenes
1992 } 2047 }
1993 else 2048 else
1994 { 2049 {
1995 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2050 if (action == DeRezAction.TakeCopy)
2051 {
2052 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2053 permissionToTakeCopy = false;
2054 }
2055 else
2056 {
1996 permissionToTakeCopy = false; 2057 permissionToTakeCopy = false;
1997 2058 }
1998 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2059 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1999 permissionToTake = false; 2060 permissionToTake = false;
2000 2061
2001 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2062 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2002 permissionToDelete = false; 2063 permissionToDelete = false;
2003 } 2064 }
2004 }
2005 2065
2006 // Handle god perms 2066 // Handle god perms
2007 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2067 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2008 { 2068 {
2009 permissionToTake = true; 2069 permissionToTake = true;
2010 permissionToTakeCopy = true; 2070 permissionToTakeCopy = true;
2011 permissionToDelete = true; 2071 permissionToDelete = true;
2012 } 2072 }
2013 2073
2014 // If we're re-saving, we don't even want to delete 2074 // If we're re-saving, we don't even want to delete
2015 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2075 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2016 permissionToDelete = false; 2076 permissionToDelete = false;
2017 2077
2018 // if we want to take a copy, we also don't want to delete 2078 // if we want to take a copy, we also don't want to delete
2019 // Note: after this point, the permissionToTakeCopy flag 2079 // Note: after this point, the permissionToTakeCopy flag
2020 // becomes irrelevant. It already includes the permissionToTake 2080 // becomes irrelevant. It already includes the permissionToTake
2021 // permission and after excluding no copy items here, we can 2081 // permission and after excluding no copy items here, we can
2022 // just use that. 2082 // just use that.
2023 if (action == DeRezAction.TakeCopy) 2083 if (action == DeRezAction.TakeCopy)
2024 { 2084 {
2025 // If we don't have permission, stop right here 2085 // If we don't have permission, stop right here
2026 if (!permissionToTakeCopy) 2086 if (!permissionToTakeCopy)
2027 return; 2087 return;
2028 2088
2029 permissionToTake = true; 2089 permissionToTake = true;
2030 // Don't delete 2090 // Don't delete
2031 permissionToDelete = false; 2091 permissionToDelete = false;
2032 } 2092 }
2033 2093
2034 if (action == DeRezAction.Return) 2094 if (action == DeRezAction.Return)
2035 {
2036 if (remoteClient != null)
2037 { 2095 {
2038 if (Permissions.CanReturnObjects( 2096 if (remoteClient != null)
2039 null,
2040 remoteClient.AgentId,
2041 deleteGroups))
2042 { 2097 {
2043 permissionToTake = true; 2098 if (Permissions.CanReturnObjects(
2044 permissionToDelete = true; 2099 null,
2045 2100 remoteClient.AgentId,
2046 foreach (SceneObjectGroup g in deleteGroups) 2101 new List<SceneObjectGroup>() {grp}))
2047 { 2102 {
2048 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2103 permissionToTake = true;
2104 permissionToDelete = true;
2105
2106 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2049 } 2107 }
2050 } 2108 }
2109 else // Auto return passes through here with null agent
2110 {
2111 permissionToTake = true;
2112 permissionToDelete = true;
2113 }
2051 } 2114 }
2052 else // Auto return passes through here with null agent 2115
2116 if (permissionToTake && (!permissionToDelete))
2117 takeGroups.Add(grp);
2118
2119 if (permissionToDelete)
2053 { 2120 {
2054 permissionToTake = true; 2121 if (permissionToTake)
2055 permissionToDelete = true; 2122 deleteGroups.Add(grp);
2123 deleteIDs.Add(grp.LocalId);
2056 } 2124 }
2057 } 2125 }
2058 2126
2059 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2127 SendKillObject(deleteIDs);
2128
2129 if (deleteGroups.Count > 0)
2060 { 2130 {
2131 foreach (SceneObjectGroup g in deleteGroups)
2132 deleteIDs.Remove(g.LocalId);
2133
2061 m_asyncSceneObjectDeleter.DeleteToInventory( 2134 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, deleteGroups, remoteClient, 2135 action, destinationID, deleteGroups, remoteClient,
2063 permissionToDelete); 2136 true);
2137 }
2138 if (takeGroups.Count > 0)
2139 {
2140 m_asyncSceneObjectDeleter.DeleteToInventory(
2141 action, destinationID, takeGroups, remoteClient,
2142 false);
2064 } 2143 }
2065 else if (permissionToDelete) 2144 if (deleteIDs.Count > 0)
2066 { 2145 {
2067 foreach (SceneObjectGroup g in deleteGroups) 2146 foreach (SceneObjectGroup g in deleteGroups)
2068 DeleteSceneObject(g, false); 2147 DeleteSceneObject(g, true);
2148 }
2149 }
2150
2151 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2152 {
2153 itemID = UUID.Zero;
2154 if (grp != null)
2155 {
2156 Vector3 inventoryStoredPosition = new Vector3
2157 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2158 ? 250
2159 : grp.AbsolutePosition.X)
2160 ,
2161 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2162 ? 250
2163 : grp.AbsolutePosition.X,
2164 grp.AbsolutePosition.Z);
2165
2166 Vector3 originalPosition = grp.AbsolutePosition;
2167
2168 grp.AbsolutePosition = inventoryStoredPosition;
2169
2170 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2171
2172 grp.AbsolutePosition = originalPosition;
2173
2174 AssetBase asset = CreateAsset(
2175 grp.GetPartName(grp.LocalId),
2176 grp.GetPartDescription(grp.LocalId),
2177 (sbyte)AssetType.Object,
2178 Utils.StringToBytes(sceneObjectXml),
2179 remoteClient.AgentId);
2180 AssetService.Store(asset);
2181
2182 InventoryItemBase item = new InventoryItemBase();
2183 item.CreatorId = grp.RootPart.CreatorID.ToString();
2184 item.CreatorData = grp.RootPart.CreatorData;
2185 item.Owner = remoteClient.AgentId;
2186 item.ID = UUID.Random();
2187 item.AssetID = asset.FullID;
2188 item.Description = asset.Description;
2189 item.Name = asset.Name;
2190 item.AssetType = asset.Type;
2191 item.InvType = (int)InventoryType.Object;
2192
2193 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2194 if (folder != null)
2195 item.Folder = folder.ID;
2196 else // oopsies
2197 item.Folder = UUID.Zero;
2198
2199 // Set up base perms properly
2200 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2201 permsBase &= grp.RootPart.BaseMask;
2202 permsBase |= (uint)PermissionMask.Move;
2203
2204 // Make sure we don't lock it
2205 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2206
2207 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2208 {
2209 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2210 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2211 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2212 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2213 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2214 }
2215 else
2216 {
2217 item.BasePermissions = permsBase;
2218 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2219 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2220 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2221 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2222 }
2223 item.CreationDate = Util.UnixTimeSinceEpoch();
2224
2225 // sets itemID so client can show item as 'attached' in inventory
2226 grp.FromItemID = item.ID;
2227
2228 if (AddInventoryItem(item))
2229 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2230 else
2231 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2232
2233 itemID = item.ID;
2234 return item.AssetID;
2069 } 2235 }
2236 return UUID.Zero;
2070 } 2237 }
2071 2238
2072 /// <summary> 2239 /// <summary>
@@ -2196,6 +2363,9 @@ namespace OpenSim.Region.Framework.Scenes
2196 2363
2197 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2364 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2198 { 2365 {
2366 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2367 return;
2368
2199 SceneObjectPart part = GetSceneObjectPart(objectID); 2369 SceneObjectPart part = GetSceneObjectPart(objectID);
2200 if (part == null) 2370 if (part == null)
2201 return; 2371 return;
@@ -2252,7 +2422,10 @@ namespace OpenSim.Region.Framework.Scenes
2252 } 2422 }
2253 else 2423 else
2254 { 2424 {
2255 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2425 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2426 continue;
2427
2428 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2256 continue; 2429 continue;
2257 2430
2258 if (sog.GroupID != groupID) 2431 if (sog.GroupID != groupID)
@@ -2364,6 +2537,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 } 2537 }
2365 2538
2366 m_sceneGraph.LinkObjects(root, children); 2539 m_sceneGraph.LinkObjects(root, children);
2540
2541 ScenePresence sp;
2542 if (TryGetScenePresence(agentId, out sp))
2543 {
2544 root.SendPropertiesToClient(sp.ControllingClient);
2545 }
2367 } 2546 }
2368 2547
2369 private string PermissionString(uint permissions) 2548 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e8f00a4..fd20c60 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -51,6 +51,7 @@ using OpenSim.Region.Physics.Manager;
51using Timer=System.Timers.Timer; 51using Timer=System.Timers.Timer;
52using TPFlags = OpenSim.Framework.Constants.TeleportFlags; 52using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
53using GridRegion = OpenSim.Services.Interfaces.GridRegion; 53using GridRegion = OpenSim.Services.Interfaces.GridRegion;
54using PermissionMask = OpenSim.Framework.PermissionMask;
54 55
55namespace OpenSim.Region.Framework.Scenes 56namespace OpenSim.Region.Framework.Scenes
56{ 57{
@@ -226,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
226 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
227 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
228 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
229 230 public bool m_seeIntoBannedRegion = false;
230 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
231 232
232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
233 public bool LoginLock = false; 234 public bool LoginLock = false;
@@ -243,11 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
243 244
244 protected int m_splitRegionID; 245 protected int m_splitRegionID;
245 protected Timer m_restartWaitTimer = new Timer(); 246 protected Timer m_restartWaitTimer = new Timer();
247 protected Timer m_timerWatchdog = new Timer();
246 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 248 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
247 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 249 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
248 protected string m_simulatorVersion = "OpenSimulator Server"; 250 protected string m_simulatorVersion = "OpenSimulator Server";
249 protected AgentCircuitManager m_authenticateHandler; 251 protected AgentCircuitManager m_authenticateHandler;
250 protected SceneCommunicationService m_sceneGridService; 252 protected SceneCommunicationService m_sceneGridService;
253 protected ISnmpModule m_snmpService = null;
251 254
252 protected ISimulationDataService m_SimulationDataService; 255 protected ISimulationDataService m_SimulationDataService;
253 protected IEstateDataService m_EstateDataService; 256 protected IEstateDataService m_EstateDataService;
@@ -310,8 +313,8 @@ namespace OpenSim.Region.Framework.Scenes
310 private int m_update_presences = 1; // Update scene presence movements 313 private int m_update_presences = 1; // Update scene presence movements
311 private int m_update_events = 1; 314 private int m_update_events = 1;
312 private int m_update_backup = 200; 315 private int m_update_backup = 200;
313 private int m_update_terrain = 50; 316 private int m_update_terrain = 1000;
314// private int m_update_land = 1; 317 private int m_update_land = 10;
315 private int m_update_coarse_locations = 50; 318 private int m_update_coarse_locations = 50;
316 319
317 private int agentMS; 320 private int agentMS;
@@ -324,13 +327,13 @@ namespace OpenSim.Region.Framework.Scenes
324 private int backupMS; 327 private int backupMS;
325 private int terrainMS; 328 private int terrainMS;
326 private int landMS; 329 private int landMS;
327 private int spareMS;
328 330
329 /// <summary> 331 /// <summary>
330 /// Tick at which the last frame was processed. 332 /// Tick at which the last frame was processed.
331 /// </summary> 333 /// </summary>
332 private int m_lastFrameTick; 334 private int m_lastFrameTick;
333 335
336 public bool CombineRegions = false;
334 /// <summary> 337 /// <summary>
335 /// Tick at which the last maintenance run occurred. 338 /// Tick at which the last maintenance run occurred.
336 /// </summary> 339 /// </summary>
@@ -350,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
350 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
351 private volatile bool m_backingup; 354 private volatile bool m_backingup;
352 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
353 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 356 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
354 357
355 private string m_defaultScriptEngine; 358 private string m_defaultScriptEngine;
356 359
@@ -359,6 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
359 /// </summary> 362 /// </summary>
360 private int m_LastLogin; 363 private int m_LastLogin;
361 364
365 private int m_lastIncoming;
366 private int m_lastOutgoing;
367 private int m_hbRestarts = 0;
368
369
362 /// <summary> 370 /// <summary>
363 /// Thread that runs the scene loop. 371 /// Thread that runs the scene loop.
364 /// </summary> 372 /// </summary>
@@ -399,7 +407,7 @@ namespace OpenSim.Region.Framework.Scenes
399 private volatile bool m_active; 407 private volatile bool m_active;
400 408
401// private int m_lastUpdate; 409// private int m_lastUpdate;
402// private bool m_firstHeartbeat = true; 410 private bool m_firstHeartbeat = true;
403 411
404 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 412 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
405 private bool m_reprioritizationEnabled = true; 413 private bool m_reprioritizationEnabled = true;
@@ -443,6 +451,19 @@ namespace OpenSim.Region.Framework.Scenes
443 get { return m_sceneGridService; } 451 get { return m_sceneGridService; }
444 } 452 }
445 453
454 public ISnmpModule SnmpService
455 {
456 get
457 {
458 if (m_snmpService == null)
459 {
460 m_snmpService = RequestModuleInterface<ISnmpModule>();
461 }
462
463 return m_snmpService;
464 }
465 }
466
446 public ISimulationDataService SimulationDataService 467 public ISimulationDataService SimulationDataService
447 { 468 {
448 get 469 get
@@ -735,6 +756,8 @@ namespace OpenSim.Region.Framework.Scenes
735 m_SimulationDataService = simDataService; 756 m_SimulationDataService = simDataService;
736 m_EstateDataService = estateDataService; 757 m_EstateDataService = estateDataService;
737 m_regionHandle = RegionInfo.RegionHandle; 758 m_regionHandle = RegionInfo.RegionHandle;
759 m_lastIncoming = 0;
760 m_lastOutgoing = 0;
738 761
739 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 762 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
740 m_asyncSceneObjectDeleter.Enabled = true; 763 m_asyncSceneObjectDeleter.Enabled = true;
@@ -828,7 +851,7 @@ namespace OpenSim.Region.Framework.Scenes
828 851
829 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 852 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
830 853
831 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 854 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
832 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 855 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
833 if (!UseBackup) 856 if (!UseBackup)
834 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 857 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -836,10 +859,8 @@ namespace OpenSim.Region.Framework.Scenes
836 //Animation states 859 //Animation states
837 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 860 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
838 861
839 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 862 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
840 863 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
841 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
842 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
843 864
844 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 865 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
845 if (RegionInfo.NonphysPrimMin > 0) 866 if (RegionInfo.NonphysPrimMin > 0)
@@ -860,11 +881,21 @@ namespace OpenSim.Region.Framework.Scenes
860 } 881 }
861 882
862 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 883 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
884
863 if (RegionInfo.PhysPrimMax > 0) 885 if (RegionInfo.PhysPrimMax > 0)
864 { 886 {
865 m_maxPhys = RegionInfo.PhysPrimMax; 887 m_maxPhys = RegionInfo.PhysPrimMax;
866 } 888 }
867 889
890 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
891 if (RegionInfo.LinksetCapacity > 0)
892 {
893 m_linksetCapacity = RegionInfo.LinksetCapacity;
894 }
895
896 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
897 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
898
868 // Here, if clamping is requested in either global or 899 // Here, if clamping is requested in either global or
869 // local config, it will be used 900 // local config, it will be used
870 // 901 //
@@ -874,13 +905,7 @@ namespace OpenSim.Region.Framework.Scenes
874 m_clampPrimSize = true; 905 m_clampPrimSize = true;
875 } 906 }
876 907
877 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 908 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
878 if (RegionInfo.LinksetCapacity > 0)
879 {
880 m_linksetCapacity = RegionInfo.LinksetCapacity;
881 }
882
883 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
884 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 909 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
885 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 910 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
886 m_dontPersistBefore = 911 m_dontPersistBefore =
@@ -891,11 +916,11 @@ namespace OpenSim.Region.Framework.Scenes
891 m_persistAfter *= 10000000; 916 m_persistAfter *= 10000000;
892 917
893 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 918 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
894 919 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897 920
898 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 921 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
922 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
923 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
899 924
900 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 925 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
901 926
@@ -940,7 +965,7 @@ namespace OpenSim.Region.Framework.Scenes
940 965
941 if (grant.Length > 0) 966 if (grant.Length > 0)
942 { 967 {
943 foreach (string viewer in grant.Split('|')) 968 foreach (string viewer in grant.Split(','))
944 { 969 {
945 m_AllowedViewers.Add(viewer.Trim().ToLower()); 970 m_AllowedViewers.Add(viewer.Trim().ToLower());
946 } 971 }
@@ -952,7 +977,7 @@ namespace OpenSim.Region.Framework.Scenes
952 977
953 if (grant.Length > 0) 978 if (grant.Length > 0)
954 { 979 {
955 foreach (string viewer in grant.Split('|')) 980 foreach (string viewer in grant.Split(','))
956 { 981 {
957 m_BannedViewers.Add(viewer.Trim().ToLower()); 982 m_BannedViewers.Add(viewer.Trim().ToLower());
958 } 983 }
@@ -1012,6 +1037,8 @@ namespace OpenSim.Region.Framework.Scenes
1012 StatsReporter = new SimStatsReporter(this); 1037 StatsReporter = new SimStatsReporter(this);
1013 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1038 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1014 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1039 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1040
1041 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1015 } 1042 }
1016 1043
1017 public Scene(RegionInfo regInfo) : base(regInfo) 1044 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1307,8 +1334,11 @@ namespace OpenSim.Region.Framework.Scenes
1307 // Stop all client threads. 1334 // Stop all client threads.
1308 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1335 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1309 1336
1310 m_log.Debug("[SCENE]: Persisting changed objects"); 1337 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1311 EventManager.TriggerSceneShuttingDown(this); 1338 EventManager.TriggerSceneShuttingDown(this);
1339
1340 m_log.Debug("[SCENE]: Persisting changed objects");
1341
1312 Backup(false); 1342 Backup(false);
1313 m_sceneGraph.Close(); 1343 m_sceneGraph.Close();
1314 1344
@@ -1322,6 +1352,7 @@ namespace OpenSim.Region.Framework.Scenes
1322 // attempt to reference a null or disposed physics scene. 1352 // attempt to reference a null or disposed physics scene.
1323 if (PhysicsScene != null) 1353 if (PhysicsScene != null)
1324 { 1354 {
1355 m_log.Debug("[SCENE]: Dispose Physics");
1325 PhysicsScene phys = PhysicsScene; 1356 PhysicsScene phys = PhysicsScene;
1326 // remove the physics engine from both Scene and SceneGraph 1357 // remove the physics engine from both Scene and SceneGraph
1327 PhysicsScene = null; 1358 PhysicsScene = null;
@@ -1344,11 +1375,29 @@ namespace OpenSim.Region.Framework.Scenes
1344 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1375 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1345 if (m_heartbeatThread != null) 1376 if (m_heartbeatThread != null)
1346 { 1377 {
1378 m_hbRestarts++;
1379 if(m_hbRestarts > 10)
1380 Environment.Exit(1);
1381 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1382
1383//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1384//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1385//proc.EnableRaisingEvents=false;
1386//proc.StartInfo.FileName = "/bin/kill";
1387//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1388//proc.Start();
1389//proc.WaitForExit();
1390//Thread.Sleep(1000);
1391//Environment.Exit(1);
1347 m_heartbeatThread.Abort(); 1392 m_heartbeatThread.Abort();
1393 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1348 m_heartbeatThread = null; 1394 m_heartbeatThread = null;
1349 } 1395 }
1350// m_lastUpdate = Util.EnvironmentTickCount(); 1396// m_lastUpdate = Util.EnvironmentTickCount();
1351 1397
1398// m_sceneGraph.PreparePhysicsSimulation();
1399
1400
1352 m_heartbeatThread 1401 m_heartbeatThread
1353 = Watchdog.StartThread( 1402 = Watchdog.StartThread(
1354 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1403 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1491,16 +1540,20 @@ namespace OpenSim.Region.Framework.Scenes
1491 endFrame = Frame + frames; 1540 endFrame = Frame + frames;
1492 1541
1493 float physicsFPS = 0f; 1542 float physicsFPS = 0f;
1494 int previousFrameTick, tmpMS; 1543 int tmpMS;
1495 int maintc = Util.EnvironmentTickCount(); 1544 int previousFrameTick;
1545 int maintc;
1546 int sleepMS;
1547 int framestart;
1496 1548
1497 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1549 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1498 { 1550 {
1551 framestart = Util.EnvironmentTickCount();
1499 ++Frame; 1552 ++Frame;
1500 1553
1501// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1554// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1502 1555
1503 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1556 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1504 1557
1505 try 1558 try
1506 { 1559 {
@@ -1552,6 +1605,7 @@ namespace OpenSim.Region.Framework.Scenes
1552 m_sceneGraph.UpdatePresences(); 1605 m_sceneGraph.UpdatePresences();
1553 1606
1554 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1607 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1608
1555 1609
1556 // Delete temp-on-rez stuff 1610 // Delete temp-on-rez stuff
1557 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1611 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1633,34 +1687,37 @@ namespace OpenSim.Region.Framework.Scenes
1633 1687
1634 Watchdog.UpdateThread(); 1688 Watchdog.UpdateThread();
1635 1689
1690 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1691
1692 StatsReporter.AddPhysicsFPS(physicsFPS);
1693 StatsReporter.AddTimeDilation(TimeDilation);
1694 StatsReporter.AddFPS(1);
1695
1696 StatsReporter.addAgentMS(agentMS);
1697 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1698 StatsReporter.addOtherMS(otherMS);
1699 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1700
1636 previousFrameTick = m_lastFrameTick; 1701 previousFrameTick = m_lastFrameTick;
1637 m_lastFrameTick = Util.EnvironmentTickCount(); 1702 m_lastFrameTick = Util.EnvironmentTickCount();
1638 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1703 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1639 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1704 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1640 1705
1706 m_firstHeartbeat = false;
1707
1708 sleepMS = Util.EnvironmentTickCount();
1709
1641 if (tmpMS > 0) 1710 if (tmpMS > 0)
1642 {
1643 Thread.Sleep(tmpMS); 1711 Thread.Sleep(tmpMS);
1644 spareMS += tmpMS;
1645 }
1646
1647 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1648 maintc = Util.EnvironmentTickCount();
1649 1712
1650 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1713 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1714 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1715 StatsReporter.addSleepMS(sleepMS);
1716 StatsReporter.addFrameMS(frameMS);
1651 1717
1652 // if (Frame%m_update_avatars == 0) 1718 // if (Frame%m_update_avatars == 0)
1653 // UpdateInWorldTime(); 1719 // UpdateInWorldTime();
1654 StatsReporter.AddPhysicsFPS(physicsFPS);
1655 StatsReporter.AddTimeDilation(TimeDilation);
1656 StatsReporter.AddFPS(1);
1657 1720
1658 StatsReporter.addFrameMS(frameMS);
1659 StatsReporter.addAgentMS(agentMS);
1660 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1661 StatsReporter.addOtherMS(otherMS);
1662 StatsReporter.AddSpareMS(spareMS);
1663 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1664 1721
1665 // Optionally warn if a frame takes double the amount of time that it should. 1722 // Optionally warn if a frame takes double the amount of time that it should.
1666 if (DebugUpdates 1723 if (DebugUpdates
@@ -1677,7 +1734,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 public void AddGroupTarget(SceneObjectGroup grp) 1734 public void AddGroupTarget(SceneObjectGroup grp)
1678 { 1735 {
1679 lock (m_groupsWithTargets) 1736 lock (m_groupsWithTargets)
1680 m_groupsWithTargets[grp.UUID] = grp; 1737 m_groupsWithTargets[grp.UUID] = 0;
1681 } 1738 }
1682 1739
1683 public void RemoveGroupTarget(SceneObjectGroup grp) 1740 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1688,18 +1745,24 @@ namespace OpenSim.Region.Framework.Scenes
1688 1745
1689 private void CheckAtTargets() 1746 private void CheckAtTargets()
1690 { 1747 {
1691 List<SceneObjectGroup> objs = null; 1748 List<UUID> objs = null;
1692 1749
1693 lock (m_groupsWithTargets) 1750 lock (m_groupsWithTargets)
1694 { 1751 {
1695 if (m_groupsWithTargets.Count != 0) 1752 if (m_groupsWithTargets.Count != 0)
1696 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1753 objs = new List<UUID>(m_groupsWithTargets.Keys);
1697 } 1754 }
1698 1755
1699 if (objs != null) 1756 if (objs != null)
1700 { 1757 {
1701 foreach (SceneObjectGroup entry in objs) 1758 foreach (UUID entry in objs)
1702 entry.checkAtTargets(); 1759 {
1760 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1761 if (grp == null)
1762 m_groupsWithTargets.Remove(entry);
1763 else
1764 grp.checkAtTargets();
1765 }
1703 } 1766 }
1704 } 1767 }
1705 1768
@@ -1778,7 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes
1778 msg.fromAgentName = "Server"; 1841 msg.fromAgentName = "Server";
1779 msg.dialog = (byte)19; // Object msg 1842 msg.dialog = (byte)19; // Object msg
1780 msg.fromGroup = false; 1843 msg.fromGroup = false;
1781 msg.offline = (byte)0; 1844 msg.offline = (byte)1;
1782 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1845 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1783 msg.Position = Vector3.Zero; 1846 msg.Position = Vector3.Zero;
1784 msg.RegionID = RegionInfo.RegionID.Guid; 1847 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2007,7 +2070,7 @@ namespace OpenSim.Region.Framework.Scenes
2007 return PhysicsScene.SupportsRaycastWorldFiltered(); 2070 return PhysicsScene.SupportsRaycastWorldFiltered();
2008 } 2071 }
2009 2072
2010 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2073 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2011 { 2074 {
2012 if (PhysicsScene == null) 2075 if (PhysicsScene == null)
2013 return null; 2076 return null;
@@ -2029,14 +2092,24 @@ namespace OpenSim.Region.Framework.Scenes
2029 /// <returns></returns> 2092 /// <returns></returns>
2030 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2093 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2031 { 2094 {
2095
2096 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2097 Vector3 wpos = Vector3.Zero;
2098 // Check for water surface intersection from above
2099 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2100 {
2101 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2102 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2103 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2104 wpos.Z = wheight;
2105 }
2106
2032 Vector3 pos = Vector3.Zero; 2107 Vector3 pos = Vector3.Zero;
2033 if (RayEndIsIntersection == (byte)1) 2108 if (RayEndIsIntersection == (byte)1)
2034 { 2109 {
2035 pos = RayEnd; 2110 pos = RayEnd;
2036 return pos;
2037 } 2111 }
2038 2112 else if (RayTargetID != UUID.Zero)
2039 if (RayTargetID != UUID.Zero)
2040 { 2113 {
2041 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2114 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2042 2115
@@ -2058,7 +2131,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2131 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2059 2132
2060 // Un-comment out the following line to Get Raytrace results printed to the console. 2133 // Un-comment out the following line to Get Raytrace results printed to the console.
2061 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2134 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2062 float ScaleOffset = 0.5f; 2135 float ScaleOffset = 0.5f;
2063 2136
2064 // If we hit something 2137 // If we hit something
@@ -2081,13 +2154,10 @@ namespace OpenSim.Region.Framework.Scenes
2081 //pos.Z -= 0.25F; 2154 //pos.Z -= 0.25F;
2082 2155
2083 } 2156 }
2084
2085 return pos;
2086 } 2157 }
2087 else 2158 else
2088 { 2159 {
2089 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2160 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2090
2091 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2161 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2092 2162
2093 // Un-comment the following line to print the raytrace results to the console. 2163 // Un-comment the following line to print the raytrace results to the console.
@@ -2096,13 +2166,12 @@ namespace OpenSim.Region.Framework.Scenes
2096 if (ei.HitTF) 2166 if (ei.HitTF)
2097 { 2167 {
2098 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2168 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2099 } else 2169 }
2170 else
2100 { 2171 {
2101 // fall back to our stupid functionality 2172 // fall back to our stupid functionality
2102 pos = RayEnd; 2173 pos = RayEnd;
2103 } 2174 }
2104
2105 return pos;
2106 } 2175 }
2107 } 2176 }
2108 else 2177 else
@@ -2113,8 +2182,12 @@ namespace OpenSim.Region.Framework.Scenes
2113 //increase height so its above the ground. 2182 //increase height so its above the ground.
2114 //should be getting the normal of the ground at the rez point and using that? 2183 //should be getting the normal of the ground at the rez point and using that?
2115 pos.Z += scale.Z / 2f; 2184 pos.Z += scale.Z / 2f;
2116 return pos; 2185// return pos;
2117 } 2186 }
2187
2188 // check against posible water intercept
2189 if (wpos.Z > pos.Z) pos = wpos;
2190 return pos;
2118 } 2191 }
2119 2192
2120 2193
@@ -2205,12 +2278,12 @@ namespace OpenSim.Region.Framework.Scenes
2205 { 2278 {
2206 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2279 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2207 { 2280 {
2281 sceneObject.IsDeleted = false;
2208 EventManager.TriggerObjectAddedToScene(sceneObject); 2282 EventManager.TriggerObjectAddedToScene(sceneObject);
2209 return true; 2283 return true;
2210 } 2284 }
2211 2285
2212 return false; 2286 return false;
2213
2214 } 2287 }
2215 2288
2216 /// <summary> 2289 /// <summary>
@@ -2302,6 +2375,15 @@ namespace OpenSim.Region.Framework.Scenes
2302 /// </summary> 2375 /// </summary>
2303 public void DeleteAllSceneObjects() 2376 public void DeleteAllSceneObjects()
2304 { 2377 {
2378 DeleteAllSceneObjects(false);
2379 }
2380
2381 /// <summary>
2382 /// Delete every object from the scene. This does not include attachments worn by avatars.
2383 /// </summary>
2384 public void DeleteAllSceneObjects(bool exceptNoCopy)
2385 {
2386 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2305 lock (Entities) 2387 lock (Entities)
2306 { 2388 {
2307 EntityBase[] entities = Entities.GetEntities(); 2389 EntityBase[] entities = Entities.GetEntities();
@@ -2310,11 +2392,24 @@ namespace OpenSim.Region.Framework.Scenes
2310 if (e is SceneObjectGroup) 2392 if (e is SceneObjectGroup)
2311 { 2393 {
2312 SceneObjectGroup sog = (SceneObjectGroup)e; 2394 SceneObjectGroup sog = (SceneObjectGroup)e;
2313 if (!sog.IsAttachment) 2395 if (sog != null && !sog.IsAttachment)
2314 DeleteSceneObject((SceneObjectGroup)e, false); 2396 {
2397 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2398 {
2399 DeleteSceneObject((SceneObjectGroup)e, false);
2400 }
2401 else
2402 {
2403 toReturn.Add((SceneObjectGroup)e);
2404 }
2405 }
2315 } 2406 }
2316 } 2407 }
2317 } 2408 }
2409 if (toReturn.Count > 0)
2410 {
2411 returnObjects(toReturn.ToArray(), UUID.Zero);
2412 }
2318 } 2413 }
2319 2414
2320 /// <summary> 2415 /// <summary>
@@ -2349,6 +2444,12 @@ namespace OpenSim.Region.Framework.Scenes
2349 2444
2350 foreach (SceneObjectPart part in partList) 2445 foreach (SceneObjectPart part in partList)
2351 { 2446 {
2447 if (part.KeyframeMotion != null)
2448 {
2449 part.KeyframeMotion.Delete();
2450 part.KeyframeMotion = null;
2451 }
2452
2352 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2453 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2353 { 2454 {
2354 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2455 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2366,6 +2467,8 @@ namespace OpenSim.Region.Framework.Scenes
2366 } 2467 }
2367 2468
2368 group.DeleteGroupFromScene(silent); 2469 group.DeleteGroupFromScene(silent);
2470 if (!silent)
2471 SendKillObject(new List<uint>() { group.LocalId });
2369 2472
2370// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2473// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2371 } 2474 }
@@ -2655,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2655 // If the user is banned, we won't let any of their objects 2758 // If the user is banned, we won't let any of their objects
2656 // enter. Period. 2759 // enter. Period.
2657 // 2760 //
2658 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2761 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2659 { 2762 {
2660 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2763 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2661 return false; 2764 return false;
@@ -2690,6 +2793,9 @@ namespace OpenSim.Region.Framework.Scenes
2690 // before we restart the scripts, or else some functions won't work. 2793 // before we restart the scripts, or else some functions won't work.
2691 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2794 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2692 newObject.ResumeScripts(); 2795 newObject.ResumeScripts();
2796
2797 if (newObject.RootPart.KeyframeMotion != null)
2798 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2693 } 2799 }
2694 2800
2695 // Do this as late as possible so that listeners have full access to the incoming object 2801 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2707,6 +2813,23 @@ namespace OpenSim.Region.Framework.Scenes
2707 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2813 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2708 public bool AddSceneObject(SceneObjectGroup sceneObject) 2814 public bool AddSceneObject(SceneObjectGroup sceneObject)
2709 { 2815 {
2816 if (sceneObject.OwnerID == UUID.Zero)
2817 {
2818 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2819 return false;
2820 }
2821
2822 // If the user is banned, we won't let any of their objects
2823 // enter. Period.
2824 //
2825 int flags = GetUserFlags(sceneObject.OwnerID);
2826 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2827 {
2828 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2829
2830 return false;
2831 }
2832
2710 // Force allocation of new LocalId 2833 // Force allocation of new LocalId
2711 // 2834 //
2712 SceneObjectPart[] parts = sceneObject.Parts; 2835 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2740,16 +2863,27 @@ namespace OpenSim.Region.Framework.Scenes
2740 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2863 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2741 2864
2742 if (AttachmentsModule != null) 2865 if (AttachmentsModule != null)
2743 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2866 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2744 } 2867 }
2745 else 2868 else
2746 { 2869 {
2870 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2747 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2871 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2748 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2872 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2749 } 2873 }
2874 if (sceneObject.OwnerID == UUID.Zero)
2875 {
2876 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2877 return false;
2878 }
2750 } 2879 }
2751 else 2880 else
2752 { 2881 {
2882 if (sceneObject.OwnerID == UUID.Zero)
2883 {
2884 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2885 return false;
2886 }
2753 AddRestoredSceneObject(sceneObject, true, false); 2887 AddRestoredSceneObject(sceneObject, true, false);
2754 } 2888 }
2755 2889
@@ -2766,6 +2900,24 @@ namespace OpenSim.Region.Framework.Scenes
2766 return 2; // StateSource.PrimCrossing 2900 return 2; // StateSource.PrimCrossing
2767 } 2901 }
2768 2902
2903 public int GetUserFlags(UUID user)
2904 {
2905 //Unfortunately the SP approach means that the value is cached until region is restarted
2906 /*
2907 ScenePresence sp;
2908 if (TryGetScenePresence(user, out sp))
2909 {
2910 return sp.UserFlags;
2911 }
2912 else
2913 {
2914 */
2915 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2916 if (uac == null)
2917 return 0;
2918 return uac.UserFlags;
2919 //}
2920 }
2769 #endregion 2921 #endregion
2770 2922
2771 #region Add/Remove Avatar Methods 2923 #region Add/Remove Avatar Methods
@@ -2798,7 +2950,7 @@ namespace OpenSim.Region.Framework.Scenes
2798 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2950 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2799 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2951 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2800 2952
2801 // CheckHeartbeat(); 2953 CheckHeartbeat();
2802 2954
2803 sp = GetScenePresence(client.AgentId); 2955 sp = GetScenePresence(client.AgentId);
2804 2956
@@ -2816,6 +2968,13 @@ namespace OpenSim.Region.Framework.Scenes
2816 SubscribeToClientEvents(client); 2968 SubscribeToClientEvents(client);
2817 2969
2818 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2970 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2971 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2972 if (cof == null)
2973 sp.COF = UUID.Zero;
2974 else
2975 sp.COF = cof.ID;
2976
2977 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2819 m_eventManager.TriggerOnNewPresence(sp); 2978 m_eventManager.TriggerOnNewPresence(sp);
2820 2979
2821 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2980 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2829,6 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes
2829 // start the scripts again (since this is done in RezAttachments()). 2988 // start the scripts again (since this is done in RezAttachments()).
2830 // XXX: This is convoluted. 2989 // XXX: This is convoluted.
2831 sp.IsChildAgent = false; 2990 sp.IsChildAgent = false;
2991 sp.IsLoggingIn = true;
2832 2992
2833 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with 2993 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with
2834 // version 3 viewers that maybe doing their own attachment rezzing related to their current 2994 // version 3 viewers that maybe doing their own attachment rezzing related to their current
@@ -2956,19 +3116,14 @@ namespace OpenSim.Region.Framework.Scenes
2956 // and the scene presence and the client, if they exist 3116 // and the scene presence and the client, if they exist
2957 try 3117 try
2958 { 3118 {
2959 // We need to wait for the client to make UDP contact first. 3119 ScenePresence sp = GetScenePresence(agentID);
2960 // It's the UDP contact that creates the scene presence 3120
2961 ScenePresence sp = WaitGetScenePresence(agentID);
2962 if (sp != null) 3121 if (sp != null)
2963 { 3122 {
2964 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3123 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2965
2966 sp.ControllingClient.Close(); 3124 sp.ControllingClient.Close();
2967 } 3125 }
2968 else 3126
2969 {
2970 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2971 }
2972 // BANG! SLASH! 3127 // BANG! SLASH!
2973 m_authenticateHandler.RemoveCircuit(agentID); 3128 m_authenticateHandler.RemoveCircuit(agentID);
2974 3129
@@ -3013,6 +3168,8 @@ namespace OpenSim.Region.Framework.Scenes
3013 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3168 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3014 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3169 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3015 3170
3171 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3172
3016 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3173 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3017 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3174 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3018 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3175 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3069,6 +3226,7 @@ namespace OpenSim.Region.Framework.Scenes
3069 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3226 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3070 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3227 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3071 client.OnCopyInventoryItem += CopyInventoryItem; 3228 client.OnCopyInventoryItem += CopyInventoryItem;
3229 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3072 client.OnMoveInventoryItem += MoveInventoryItem; 3230 client.OnMoveInventoryItem += MoveInventoryItem;
3073 client.OnRemoveInventoryItem += RemoveInventoryItem; 3231 client.OnRemoveInventoryItem += RemoveInventoryItem;
3074 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3232 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3140,6 +3298,8 @@ namespace OpenSim.Region.Framework.Scenes
3140 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3298 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3141 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3299 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3142 3300
3301 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3302
3143 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3303 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3144 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3304 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3145 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3305 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3242,7 +3402,7 @@ namespace OpenSim.Region.Framework.Scenes
3242 /// </summary> 3402 /// </summary>
3243 /// <param name="agentId">The avatar's Unique ID</param> 3403 /// <param name="agentId">The avatar's Unique ID</param>
3244 /// <param name="client">The IClientAPI for the client</param> 3404 /// <param name="client">The IClientAPI for the client</param>
3245 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3405 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3246 { 3406 {
3247 if (EntityTransferModule != null) 3407 if (EntityTransferModule != null)
3248 { 3408 {
@@ -3253,6 +3413,7 @@ namespace OpenSim.Region.Framework.Scenes
3253 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3413 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3254 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3414 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3255 } 3415 }
3416 return false;
3256 } 3417 }
3257 3418
3258 /// <summary> 3419 /// <summary>
@@ -3362,6 +3523,16 @@ namespace OpenSim.Region.Framework.Scenes
3362 /// <param name="flags"></param> 3523 /// <param name="flags"></param>
3363 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3524 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3364 { 3525 {
3526 //Add half the avatar's height so that the user doesn't fall through prims
3527 ScenePresence presence;
3528 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3529 {
3530 if (presence.Appearance != null)
3531 {
3532 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3533 }
3534 }
3535
3365 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3536 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3366 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3537 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3367 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3538 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3463,7 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
3463 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3634 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3464 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3635 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3465 if (closeChildAgents && CapsModule != null) 3636 if (closeChildAgents && CapsModule != null)
3466 CapsModule.RemoveCaps(agentID); 3637 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3467 3638
3468// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3639// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3469// // this method is doing is HORRIBLE!!! 3640// // this method is doing is HORRIBLE!!!
@@ -3499,6 +3670,7 @@ namespace OpenSim.Region.Framework.Scenes
3499 // It's possible for child agents to have transactions if changes are being made cross-border. 3670 // It's possible for child agents to have transactions if changes are being made cross-border.
3500 if (AgentTransactionsModule != null) 3671 if (AgentTransactionsModule != null)
3501 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3672 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3673 m_log.Debug("[Scene] The avatar has left the building");
3502 } 3674 }
3503 catch (Exception e) 3675 catch (Exception e)
3504 { 3676 {
@@ -3691,15 +3863,27 @@ namespace OpenSim.Region.Framework.Scenes
3691 agent.firstname, agent.lastname, agent.Viewer); 3863 agent.firstname, agent.lastname, agent.Viewer);
3692 reason = "Access denied, your viewer is banned by the region owner"; 3864 reason = "Access denied, your viewer is banned by the region owner";
3693 return false; 3865 return false;
3694 } 3866 }
3695 3867
3696 ILandObject land; 3868 ScenePresence sp = GetScenePresence(agent.AgentID);
3697 3869
3698 lock (agent) 3870 // If we have noo presence here or if that presence is a zombie root
3871 // presence that will be kicled, we need a new CAPS object.
3872 if (sp == null || (sp != null && !sp.IsChildAgent))
3699 { 3873 {
3700 ScenePresence sp = GetScenePresence(agent.AgentID); 3874 if (CapsModule != null)
3701 3875 {
3702 if (sp != null && !sp.IsChildAgent) 3876 lock (agent)
3877 {
3878 CapsModule.SetAgentCapsSeeds(agent);
3879 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3880 }
3881 }
3882 }
3883
3884 if (sp != null)
3885 {
3886 if (!sp.IsChildAgent)
3703 { 3887 {
3704 // We have a zombie from a crashed session. 3888 // We have a zombie from a crashed session.
3705 // Or the same user is trying to be root twice here, won't work. 3889 // Or the same user is trying to be root twice here, won't work.
@@ -3707,22 +3891,27 @@ namespace OpenSim.Region.Framework.Scenes
3707 m_log.WarnFormat( 3891 m_log.WarnFormat(
3708 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3892 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3709 sp.Name, sp.UUID, RegionInfo.RegionName); 3893 sp.Name, sp.UUID, RegionInfo.RegionName);
3710 3894
3711 sp.ControllingClient.Close(true); 3895 sp.ControllingClient.Close(true, true);
3712 sp = null; 3896 sp = null;
3713 } 3897 }
3714 3898 }
3715 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3899
3716 3900 lock (agent)
3901 {
3717 //On login test land permisions 3902 //On login test land permisions
3718 if (vialogin) 3903 if (vialogin)
3719 { 3904 {
3720 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3905 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3906 if (cache != null)
3907 cache.Remove(agent.firstname + " " + agent.lastname);
3908 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3721 { 3909 {
3910 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3722 return false; 3911 return false;
3723 } 3912 }
3724 } 3913 }
3725 3914
3726 if (sp == null) // We don't have an [child] agent here already 3915 if (sp == null) // We don't have an [child] agent here already
3727 { 3916 {
3728 if (requirePresenceLookup) 3917 if (requirePresenceLookup)
@@ -3731,54 +3920,53 @@ namespace OpenSim.Region.Framework.Scenes
3731 { 3920 {
3732 if (!VerifyUserPresence(agent, out reason)) 3921 if (!VerifyUserPresence(agent, out reason))
3733 return false; 3922 return false;
3734 } 3923 } catch (Exception e)
3735 catch (Exception e)
3736 { 3924 {
3737 m_log.ErrorFormat( 3925 m_log.ErrorFormat(
3738 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3926 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3739
3740 return false; 3927 return false;
3741 } 3928 }
3742 } 3929 }
3743 3930
3744 try 3931 try
3745 { 3932 {
3746 if (!AuthorizeUser(agent, out reason)) 3933 // Always check estate if this is a login. Always
3747 return false; 3934 // check if banned regions are to be blacked out.
3935 if (vialogin || (!m_seeIntoBannedRegion))
3936 {
3937 if (!AuthorizeUser(agent, out reason))
3938 {
3939 return false;
3940 }
3941 }
3748 } 3942 }
3749 catch (Exception e) 3943 catch (Exception e)
3750 { 3944 {
3751 m_log.ErrorFormat( 3945 m_log.ErrorFormat(
3752 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3946 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3753
3754 return false; 3947 return false;
3755 } 3948 }
3756 3949
3757 m_log.InfoFormat( 3950 m_log.InfoFormat(
3758 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3951 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3759 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3952 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3760 agent.AgentID, agent.circuitcode); 3953 agent.AgentID, agent.circuitcode);
3761 3954
3762 if (CapsModule != null)
3763 {
3764 CapsModule.SetAgentCapsSeeds(agent);
3765 CapsModule.CreateCaps(agent.AgentID);
3766 }
3767 } 3955 }
3768 else 3956 else
3769 { 3957 {
3770 // Let the SP know how we got here. This has a lot of interesting 3958 // Let the SP know how we got here. This has a lot of interesting
3771 // uses down the line. 3959 // uses down the line.
3772 sp.TeleportFlags = (TPFlags)teleportFlags; 3960 sp.TeleportFlags = (TPFlags)teleportFlags;
3773 3961
3774 if (sp.IsChildAgent) 3962 if (sp.IsChildAgent)
3775 { 3963 {
3776 m_log.DebugFormat( 3964 m_log.DebugFormat(
3777 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3965 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3778 agent.AgentID, RegionInfo.RegionName); 3966 agent.AgentID, RegionInfo.RegionName);
3779 3967
3780 sp.AdjustKnownSeeds(); 3968 sp.AdjustKnownSeeds();
3781 3969
3782 if (CapsModule != null) 3970 if (CapsModule != null)
3783 CapsModule.SetAgentCapsSeeds(agent); 3971 CapsModule.SetAgentCapsSeeds(agent);
3784 } 3972 }
@@ -3789,6 +3977,11 @@ namespace OpenSim.Region.Framework.Scenes
3789 agent.teleportFlags = teleportFlags; 3977 agent.teleportFlags = teleportFlags;
3790 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3978 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3791 3979
3980 if (CapsModule != null)
3981 {
3982 CapsModule.ActivateCaps(agent.circuitcode);
3983 }
3984
3792 if (vialogin) 3985 if (vialogin)
3793 { 3986 {
3794// CleanDroppedAttachments(); 3987// CleanDroppedAttachments();
@@ -3880,6 +4073,8 @@ namespace OpenSim.Region.Framework.Scenes
3880 } 4073 }
3881 4074
3882 // Honor parcel landing type and position. 4075 // Honor parcel landing type and position.
4076 /*
4077 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3883 if (land != null) 4078 if (land != null)
3884 { 4079 {
3885 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4080 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3887,25 +4082,43 @@ namespace OpenSim.Region.Framework.Scenes
3887 agent.startpos = land.LandData.UserLocation; 4082 agent.startpos = land.LandData.UserLocation;
3888 } 4083 }
3889 } 4084 }
4085 */// This is now handled properly in ScenePresence.MakeRootAgent
3890 } 4086 }
3891 4087
3892 return true; 4088 return true;
3893 } 4089 }
3894 4090
3895 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4091 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3896 { 4092 {
3897 bool banned = land.IsBannedFromLand(agent.AgentID); 4093 if (posX < 0)
3898 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4094 posX = 0;
4095 else if (posX >= 256)
4096 posX = 255.999f;
4097 if (posY < 0)
4098 posY = 0;
4099 else if (posY >= 256)
4100 posY = 255.999f;
4101
4102 reason = String.Empty;
4103 if (Permissions.IsGod(agentID))
4104 return true;
4105
4106 ILandObject land = LandChannel.GetLandObject(posX, posY);
4107 if (land == null)
4108 return false;
4109
4110 bool banned = land.IsBannedFromLand(agentID);
4111 bool restricted = land.IsRestrictedFromLand(agentID);
3899 4112
3900 if (banned || restricted) 4113 if (banned || restricted)
3901 { 4114 {
3902 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4115 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3903 if (nearestParcel != null) 4116 if (nearestParcel != null)
3904 { 4117 {
3905 //Move agent to nearest allowed 4118 //Move agent to nearest allowed
3906 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4119 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3907 agent.startpos.X = newPosition.X; 4120 posX = newPosition.X;
3908 agent.startpos.Y = newPosition.Y; 4121 posY = newPosition.Y;
3909 } 4122 }
3910 else 4123 else
3911 { 4124 {
@@ -3967,7 +4180,7 @@ namespace OpenSim.Region.Framework.Scenes
3967 4180
3968 if (!m_strictAccessControl) return true; 4181 if (!m_strictAccessControl) return true;
3969 if (Permissions.IsGod(agent.AgentID)) return true; 4182 if (Permissions.IsGod(agent.AgentID)) return true;
3970 4183
3971 if (AuthorizationService != null) 4184 if (AuthorizationService != null)
3972 { 4185 {
3973 if (!AuthorizationService.IsAuthorizedForRegion( 4186 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3982,7 +4195,7 @@ namespace OpenSim.Region.Framework.Scenes
3982 4195
3983 if (RegionInfo.EstateSettings != null) 4196 if (RegionInfo.EstateSettings != null)
3984 { 4197 {
3985 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4198 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3986 { 4199 {
3987 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4200 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3988 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4201 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4172,6 +4385,15 @@ namespace OpenSim.Region.Framework.Scenes
4172 4385
4173 // XPTO: if this agent is not allowed here as root, always return false 4386 // XPTO: if this agent is not allowed here as root, always return false
4174 4387
4388 // We have to wait until the viewer contacts this region after receiving EAC.
4389 // That calls AddNewClient, which finally creates the ScenePresence
4390 int flags = GetUserFlags(cAgentData.AgentID);
4391 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4392 {
4393 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4394 return false;
4395 }
4396
4175 // TODO: This check should probably be in QueryAccess(). 4397 // TODO: This check should probably be in QueryAccess().
4176 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4398 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4177 if (nearestParcel == null) 4399 if (nearestParcel == null)
@@ -4236,7 +4458,7 @@ namespace OpenSim.Region.Framework.Scenes
4236 /// <param name='agentID'></param> 4458 /// <param name='agentID'></param>
4237 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4459 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4238 { 4460 {
4239 int ntimes = 10; 4461 int ntimes = 30;
4240 ScenePresence sp = null; 4462 ScenePresence sp = null;
4241 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4463 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4242 Thread.Sleep(1000); 4464 Thread.Sleep(1000);
@@ -4266,6 +4488,16 @@ namespace OpenSim.Region.Framework.Scenes
4266 return false; 4488 return false;
4267 } 4489 }
4268 4490
4491 public bool IncomingCloseAgent(UUID agentID)
4492 {
4493 return IncomingCloseAgent(agentID, false);
4494 }
4495
4496 public bool IncomingCloseChildAgent(UUID agentID)
4497 {
4498 return IncomingCloseAgent(agentID, true);
4499 }
4500
4269 /// <summary> 4501 /// <summary>
4270 /// Tell a single agent to disconnect from the region. 4502 /// Tell a single agent to disconnect from the region.
4271 /// </summary> 4503 /// </summary>
@@ -4281,7 +4513,7 @@ namespace OpenSim.Region.Framework.Scenes
4281 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4513 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4282 if (presence != null) 4514 if (presence != null)
4283 { 4515 {
4284 presence.ControllingClient.Close(force); 4516 presence.ControllingClient.Close(force, force);
4285 return true; 4517 return true;
4286 } 4518 }
4287 4519
@@ -4914,7 +5146,7 @@ namespace OpenSim.Region.Framework.Scenes
4914 { 5146 {
4915 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5147 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4916 { 5148 {
4917 if (grp.RootPart.Expires <= DateTime.Now) 5149 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4918 DeleteSceneObject(grp, false); 5150 DeleteSceneObject(grp, false);
4919 } 5151 }
4920 } 5152 }
@@ -4928,35 +5160,81 @@ namespace OpenSim.Region.Framework.Scenes
4928 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5160 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4929 } 5161 }
4930 5162
4931 public int GetHealth() 5163 public int GetHealth(out int flags, out string message)
4932 { 5164 {
4933 // Returns: 5165 // Returns:
4934 // 1 = sim is up and accepting http requests. The heartbeat has 5166 // 1 = sim is up and accepting http requests. The heartbeat has
4935 // stopped and the sim is probably locked up, but a remote 5167 // stopped and the sim is probably locked up, but a remote
4936 // admin restart may succeed 5168 // admin restart may succeed
4937 // 5169 //
4938 // 2 = Sim is up and the heartbeat is running. The sim is likely 5170 // 2 = Sim is up and the heartbeat is running. The sim is likely
4939 // usable for people within and logins _may_ work 5171 // usable for people within
5172 //
5173 // 3 = Sim is up and one packet thread is running. Sim is
5174 // unstable and will not accept new logins
4940 // 5175 //
4941 // 3 = We have seen a new user enter within the past 4 minutes 5176 // 4 = Sim is up and both packet threads are running. Sim is
5177 // likely usable
5178 //
5179 // 5 = We have seen a new user enter within the past 4 minutes
4942 // which can be seen as positive confirmation of sim health 5180 // which can be seen as positive confirmation of sim health
4943 // 5181 //
5182
5183 flags = 0;
5184 message = String.Empty;
5185
5186 CheckHeartbeat();
5187
5188 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5189 {
5190 // We're still starting
5191 // 0 means "in startup", it can't happen another way, since
5192 // to get here, we must be able to accept http connections
5193 return 0;
5194 }
5195
4944 int health=1; // Start at 1, means we're up 5196 int health=1; // Start at 1, means we're up
4945 5197
4946 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5198 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4947 health += 1; 5199 {
5200 health+=1;
5201 flags |= 1;
5202 }
5203
5204 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5205 {
5206 health+=1;
5207 flags |= 2;
5208 }
5209
5210 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5211 {
5212 health+=1;
5213 flags |= 4;
5214 }
4948 else 5215 else
5216 {
5217int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5218System.Diagnostics.Process proc = new System.Diagnostics.Process();
5219proc.EnableRaisingEvents=false;
5220proc.StartInfo.FileName = "/bin/kill";
5221proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5222proc.Start();
5223proc.WaitForExit();
5224Thread.Sleep(1000);
5225Environment.Exit(1);
5226 }
5227
5228 if (flags != 7)
4949 return health; 5229 return health;
4950 5230
4951 // A login in the last 4 mins? We can't be doing too badly 5231 // A login in the last 4 mins? We can't be doing too badly
4952 // 5232 //
4953 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5233 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4954 health++; 5234 health++;
4955 else 5235 else
4956 return health; 5236 return health;
4957 5237
4958// CheckHeartbeat();
4959
4960 return health; 5238 return health;
4961 } 5239 }
4962 5240
@@ -5044,7 +5322,7 @@ namespace OpenSim.Region.Framework.Scenes
5044 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5322 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5045 if (wasUsingPhysics) 5323 if (wasUsingPhysics)
5046 { 5324 {
5047 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 5325 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
5048 } 5326 }
5049 } 5327 }
5050 5328
@@ -5143,14 +5421,14 @@ namespace OpenSim.Region.Framework.Scenes
5143 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5421 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5144 } 5422 }
5145 5423
5146// private void CheckHeartbeat() 5424 private void CheckHeartbeat()
5147// { 5425 {
5148// if (m_firstHeartbeat) 5426 if (m_firstHeartbeat)
5149// return; 5427 return;
5150// 5428
5151// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5429 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5152// StartTimer(); 5430 Start();
5153// } 5431 }
5154 5432
5155 public override ISceneObject DeserializeObject(string representation) 5433 public override ISceneObject DeserializeObject(string representation)
5156 { 5434 {
@@ -5162,9 +5440,14 @@ namespace OpenSim.Region.Framework.Scenes
5162 get { return m_allowScriptCrossings; } 5440 get { return m_allowScriptCrossings; }
5163 } 5441 }
5164 5442
5165 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5443 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5166 { 5444 {
5167 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5445 return GetNearestAllowedPosition(avatar, null);
5446 }
5447
5448 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5449 {
5450 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5168 5451
5169 if (nearestParcel != null) 5452 if (nearestParcel != null)
5170 { 5453 {
@@ -5173,10 +5456,7 @@ namespace OpenSim.Region.Framework.Scenes
5173 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5456 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5174 if (nearestPoint != null) 5457 if (nearestPoint != null)
5175 { 5458 {
5176// m_log.DebugFormat( 5459 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5177// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5178// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5179
5180 return nearestPoint.Value; 5460 return nearestPoint.Value;
5181 } 5461 }
5182 5462
@@ -5186,17 +5466,20 @@ namespace OpenSim.Region.Framework.Scenes
5186 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5466 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5187 if (nearestPoint != null) 5467 if (nearestPoint != null)
5188 { 5468 {
5189// m_log.DebugFormat( 5469 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5190// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5191
5192 return nearestPoint.Value; 5470 return nearestPoint.Value;
5193 } 5471 }
5194 5472
5195 //Ultimate backup if we have no idea where they are 5473 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5196// m_log.DebugFormat( 5474 if (dest != excludeParcel)
5197// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5475 {
5476 // Ultimate backup if we have no idea where they are and
5477 // the last allowed position was in another parcel
5478 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5479 return avatar.lastKnownAllowedPosition;
5480 }
5198 5481
5199 return avatar.lastKnownAllowedPosition; 5482 // else fall through to region edge
5200 } 5483 }
5201 5484
5202 //Go to the edge, this happens in teleporting to a region with no available parcels 5485 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5230,13 +5513,18 @@ namespace OpenSim.Region.Framework.Scenes
5230 5513
5231 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5514 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5232 { 5515 {
5516 return GetNearestAllowedParcel(avatarId, x, y, null);
5517 }
5518
5519 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5520 {
5233 List<ILandObject> all = AllParcels(); 5521 List<ILandObject> all = AllParcels();
5234 float minParcelDistance = float.MaxValue; 5522 float minParcelDistance = float.MaxValue;
5235 ILandObject nearestParcel = null; 5523 ILandObject nearestParcel = null;
5236 5524
5237 foreach (var parcel in all) 5525 foreach (var parcel in all)
5238 { 5526 {
5239 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5527 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5240 { 5528 {
5241 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5529 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5242 if (parcelDistance < minParcelDistance) 5530 if (parcelDistance < minParcelDistance)
@@ -5452,7 +5740,55 @@ namespace OpenSim.Region.Framework.Scenes
5452 mapModule.GenerateMaptile(); 5740 mapModule.GenerateMaptile();
5453 } 5741 }
5454 5742
5455 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5743// public void CleanDroppedAttachments()
5744// {
5745// List<SceneObjectGroup> objectsToDelete =
5746// new List<SceneObjectGroup>();
5747//
5748// lock (m_cleaningAttachments)
5749// {
5750// ForEachSOG(delegate (SceneObjectGroup grp)
5751// {
5752// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5753// {
5754// UUID agentID = grp.OwnerID;
5755// if (agentID == UUID.Zero)
5756// {
5757// objectsToDelete.Add(grp);
5758// return;
5759// }
5760//
5761// ScenePresence sp = GetScenePresence(agentID);
5762// if (sp == null)
5763// {
5764// objectsToDelete.Add(grp);
5765// return;
5766// }
5767// }
5768// });
5769// }
5770//
5771// foreach (SceneObjectGroup grp in objectsToDelete)
5772// {
5773// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5774// DeleteSceneObject(grp, true);
5775// }
5776// }
5777
5778 public void ThreadAlive(int threadCode)
5779 {
5780 switch(threadCode)
5781 {
5782 case 1: // Incoming
5783 m_lastIncoming = Util.EnvironmentTickCount();
5784 break;
5785 case 2: // Incoming
5786 m_lastOutgoing = Util.EnvironmentTickCount();
5787 break;
5788 }
5789 }
5790
5791 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5456 { 5792 {
5457 RegenerateMaptile(); 5793 RegenerateMaptile();
5458 5794
@@ -5480,6 +5816,8 @@ namespace OpenSim.Region.Framework.Scenes
5480 /// <returns></returns> 5816 /// <returns></returns>
5481 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5817 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5482 { 5818 {
5819 reason = "You are banned from the region";
5820
5483 if (EntityTransferModule.IsInTransit(agentID)) 5821 if (EntityTransferModule.IsInTransit(agentID))
5484 { 5822 {
5485 reason = "Agent is still in transit from this region"; 5823 reason = "Agent is still in transit from this region";
@@ -5491,6 +5829,12 @@ namespace OpenSim.Region.Framework.Scenes
5491 return false; 5829 return false;
5492 } 5830 }
5493 5831
5832 if (Permissions.IsGod(agentID))
5833 {
5834 reason = String.Empty;
5835 return true;
5836 }
5837
5494 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5838 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5495 // However, the long term fix is to make sure root agent count is always accurate. 5839 // However, the long term fix is to make sure root agent count is always accurate.
5496 m_sceneGraph.RecalculateStats(); 5840 m_sceneGraph.RecalculateStats();
@@ -5511,6 +5855,41 @@ namespace OpenSim.Region.Framework.Scenes
5511 } 5855 }
5512 } 5856 }
5513 5857
5858 ScenePresence presence = GetScenePresence(agentID);
5859 IClientAPI client = null;
5860 AgentCircuitData aCircuit = null;
5861
5862 if (presence != null)
5863 {
5864 client = presence.ControllingClient;
5865 if (client != null)
5866 aCircuit = client.RequestClientInfo();
5867 }
5868
5869 // We may be called before there is a presence or a client.
5870 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5871 if (client == null)
5872 {
5873 aCircuit = new AgentCircuitData();
5874 aCircuit.AgentID = agentID;
5875 aCircuit.firstname = String.Empty;
5876 aCircuit.lastname = String.Empty;
5877 }
5878
5879 try
5880 {
5881 if (!AuthorizeUser(aCircuit, out reason))
5882 {
5883 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5884 return false;
5885 }
5886 }
5887 catch (Exception e)
5888 {
5889 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5890 return false;
5891 }
5892
5514 if (position == Vector3.Zero) // Teleport 5893 if (position == Vector3.Zero) // Teleport
5515 { 5894 {
5516 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5895 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5544,13 +5923,46 @@ namespace OpenSim.Region.Framework.Scenes
5544 } 5923 }
5545 } 5924 }
5546 } 5925 }
5926
5927 float posX = 128.0f;
5928 float posY = 128.0f;
5929
5930 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5931 {
5932 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5933 return false;
5934 }
5935 }
5936 else // Walking
5937 {
5938 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5939 if (land == null)
5940 return false;
5941
5942 bool banned = land.IsBannedFromLand(agentID);
5943 bool restricted = land.IsRestrictedFromLand(agentID);
5944
5945 if (banned || restricted)
5946 return false;
5547 } 5947 }
5548 5948
5549 reason = String.Empty; 5949 reason = String.Empty;
5550 return true; 5950 return true;
5551 } 5951 }
5552 5952
5553 /// <summary> 5953 public void StartTimerWatchdog()
5954 {
5955 m_timerWatchdog.Interval = 1000;
5956 m_timerWatchdog.Elapsed += TimerWatchdog;
5957 m_timerWatchdog.AutoReset = true;
5958 m_timerWatchdog.Start();
5959 }
5960
5961 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5962 {
5963 CheckHeartbeat();
5964 }
5965
5554 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5966 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5555 /// autopilot that moves an avatar to a sit target!. 5967 /// autopilot that moves an avatar to a sit target!.
5556 /// </summary> 5968 /// </summary>
@@ -5629,6 +6041,11 @@ namespace OpenSim.Region.Framework.Scenes
5629 return m_SpawnPoint - 1; 6041 return m_SpawnPoint - 1;
5630 } 6042 }
5631 6043
6044 private void HandleGcCollect(string module, string[] args)
6045 {
6046 GC.Collect();
6047 }
6048
5632 /// <summary> 6049 /// <summary>
5633 /// Wrappers to get physics modules retrieve assets. 6050 /// Wrappers to get physics modules retrieve assets.
5634 /// </summary> 6051 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a84f6d3..e599e90 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();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1581,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 { 1732 {
1582 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1583 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1584 } 1736 }
1585 } 1737 }
1586 } 1738 }
@@ -1645,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1645 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1646 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1647 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1648 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1649 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1650 1808
@@ -1653,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1811 return;
1654 1812
1655 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1656 try 1815 try
1657 { 1816 {
1817
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1819
1660 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1831 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1832
1673 child.RootPart.SalePrice = 10; 1833 if (child != null)
1674 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1675 } 1839 }
1676 1840
1677 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1700,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1700 } 1864 }
1701 finally 1865 finally
1702 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1703 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1704 } 1878 }
1705 } 1879 }
@@ -1722,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1722 { 1896 {
1723 if (part != null) 1897 if (part != null)
1724 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1725 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1726 { 1905 {
1727 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1736,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1736 1915
1737 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1738 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1739 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1740 } 1921 }
1741 } 1922 }
1742 } 1923 }
1743 1924
1744 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1745 { 1926 {
1746 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1747 // 1928 {
1748 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1749 1930 //
1750 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1751 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1752 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1753 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1754 } 1935 }
1755 1936
1756 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1764,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1764 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1765 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1766 1947
1948 if (numChildren == 1)
1949 break;
1950
1767 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1768 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1769 // 1954 //
1770 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1771 { 1956 if (numChildren > 1)
1772 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1773 //
1774 bool sendEventsToRemainder = true;
1775 if (numChildren > 1)
1776 sendEventsToRemainder = false;
1777 1958
1778 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1779 { 1962 {
1780 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1781 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1782 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1783 1984
1784 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1785 // need to re-link
1786 // 1986 //
1787 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1788 { 1988 {
1789 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1790 // 1990 });
1791 if (newSet.Contains(root))
1792 newSet.Remove(root);
1793
1794 // Preserve link ordering
1795 //
1796 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1797 {
1798 return a.LinkNum.CompareTo(b.LinkNum);
1799 });
1800 1991
1801 // Determine new root 1992 // Determine new root
1802 // 1993 //
1803 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1804 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1805 1996
1806 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1807 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1808 1999
1809 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1810 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1811 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1812 }
1813 } 2003 }
1814 } 2004 }
1815 2005
@@ -1817,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1817 // 2007 //
1818 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1819 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1820 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1821 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1822 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1890,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1890 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1891 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1892 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1893 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1894 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1895 { 2091 {
1896 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1897 2095
1898 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1899 { 2098 {
1900 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1901 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1902 // originalPrimID, offset, AgentID);
1903
1904 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1905 if (original == null)
1906 { 2101 {
1907 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1908 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1909 2104
1910 return null; 2105 if (original.OwnerID != AgentID)
1911 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1912 2109
1913 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1914 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2111
1915 return null; 2112 if (m_parentScene.Permissions.PropagatePermissions())
2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1916 2122
1917 SceneObjectGroup copy = original.Copy(true); 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1918 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2124 Entities.Add(copy);
1919 2125
1920 if (original.OwnerID != AgentID) 2126 lock (SceneObjectGroupsByFullID)
1921 { 2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1922 copy.SetOwnerId(AgentID);
1923 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1924 2128
1925 SceneObjectPart[] partList = copy.Parts; 2129 SceneObjectPart[] children = copy.Parts;
1926 2130
1927 if (m_parentScene.Permissions.PropagatePermissions()) 2131 lock (SceneObjectGroupsByFullPartID)
1928 { 2132 {
1929 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1930 { 2134 foreach (SceneObjectPart part in children)
1931 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1932 child.TriggerScriptChangedEvent(Changed.OWNER);
1933 child.ApplyNextOwnerPermissions();
1934 }
1935 } 2136 }
1936 2137
1937 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1938 copy.RootPart.SalePrice = 10; 2139 {
1939 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1940 2145
1941 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1942 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1943 2148 // We need to clear the selection flag here, else that
1944 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1945 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1946 2151 copy.IsSelected = false;
1947 SceneObjectPart[] children = copy.Parts; 2152
1948 2153 m_numPrim += copy.Parts.Length;
1949 lock (SceneObjectGroupsByFullPartID) 2154
1950 { 2155 if (rot != Quaternion.Identity)
1951 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1952 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1953 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1954 }
1955
1956 lock (SceneObjectGroupsByLocalPartID)
1957 {
1958 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1959 foreach (SceneObjectPart part in children)
1960 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1961 }
1962 // PROBABLE END OF FIXME
1963
1964 // Since we copy from a source group that is in selected
1965 // state, but the copy is shown deselected in the viewer,
1966 // We need to clear the selection flag here, else that
1967 // prim never gets persisted at all. The client doesn't
1968 // think it's selected, so it will never send a deselect...
1969 copy.IsSelected = false;
1970
1971 m_numPrim += copy.Parts.Length;
1972
1973 if (rot != Quaternion.Identity)
1974 {
1975 copy.UpdateGroupRotationR(rot);
1976 }
1977 2159
1978 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1979 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1980 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1981 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1982 2164
1983 // required for physics to update it's position 2165 // required for physics to update it's position
1984 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1985 2167
1986 return copy; 2168 return copy;
2169 }
1987 } 2170 }
1988 finally 2171 else
1989 { 2172 {
1990 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1991 } 2174 }
2175
2176 return null;
1992 } 2177 }
1993 2178
1994 /// <summary>
1995 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1996 /// </summary> 2180 /// </summary>
1997 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 780bd01..c70342f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 103
104 public List<Scene> Scenes 104 public List<Scene> Scenes
105 { 105 {
106 get { return new List<Scene>(m_localScenes); } 106 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 107 }
108 108
109 /// <summary> 109 /// <summary>
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 120 {
121 if (CurrentScene == null) 121 if (CurrentScene == null)
122 { 122 {
123 lock (m_localScenes) 123 List<Scene> sceneList = Scenes;
124 { 124 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 125 return null;
126 return m_localScenes[0]; 126 return sceneList[0];
127 else
128 return null;
129 }
130 } 127 }
131 else 128 else
132 { 129 {
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 135 public SceneManager()
139 { 136 {
140 m_instance = this; 137 m_instance = this;
141 m_localScenes = new List<Scene>(); 138 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 139 }
143 140
144 public void Close() 141 public void Close()
145 { 142 {
143 List<Scene> localScenes = null;
144
146 lock (m_localScenes) 145 lock (m_localScenes)
147 { 146 {
148 for (int i = 0; i < m_localScenes.Count; i++) 147 localScenes = Scenes;
149 { 148 }
150 m_localScenes[i].Close(); 149
151 } 150 for (int i = 0; i < localScenes.Count; i++)
151 {
152 localScenes[i].Close();
152 } 153 }
153 } 154 }
154 155
155 public void Close(Scene cscene) 156 public void Close(Scene cscene)
156 { 157 {
157 lock (m_localScenes) 158 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 159 return;
159 if (m_localScenes.Contains(cscene)) 160 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 161 }
171 162
172 public void Add(Scene scene) 163 public void Add(Scene scene)
173 { 164 {
174 lock (m_localScenes) 165 lock (m_localScenes)
175 m_localScenes.Add(scene); 166 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 167
177 scene.OnRestart += HandleRestart; 168 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 169 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
184 175
185 lock (m_localScenes) 176 lock (m_localScenes)
186 { 177 {
187 for (int i = 0; i < m_localScenes.Count; i++) 178 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 179 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 180 }
197 181
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 182 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 191 private void HandleRegionReadyStatusChange(IScene scene)
208 { 192 {
209 lock (m_localScenes) 193 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 194 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 195 }
212 196
213 public void SendSimOnlineNotification(ulong regionHandle) 197 public void SendSimOnlineNotification(ulong regionHandle)
214 { 198 {
215 RegionInfo Result = null; 199 RegionInfo Result = null;
216 200
217 lock (m_localScenes) 201 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 202 {
223 // Inform other regions to tell their avatar about me 203 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 204 return true;
225 } 205 return false;
226 } 206 });
207
208 if (s != null)
209 {
210 List<Scene> sceneList = Scenes;
227 211
228 if (Result != null) 212 for (int i = 0; i < sceneList.Count; i++)
229 { 213 {
230 for (int i = 0; i < m_localScenes.Count; i++) 214 if (sceneList[i]!= s)
231 { 215 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 216 // Inform other regions to tell their avatar about me
233 { 217 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 218 }
238 } 219 }
239 else 220 }
240 { 221 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 222 {
242 } 223 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 224 }
244 } 225 }
245 226
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 349 }
369 else 350 else
370 { 351 {
371 lock (m_localScenes) 352 Scene s;
353
354 if (m_localScenes.TryGetValue(regionName, out s))
372 { 355 {
373 foreach (Scene scene in m_localScenes) 356 CurrentScene = s;
374 { 357 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 358 }
382 359
383 return false; 360 return false;
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
386 363
387 public bool TrySetCurrentScene(UUID regionID) 364 public bool TrySetCurrentScene(UUID regionID)
388 { 365 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 366// m_log.Debug("Searching for Region: '" + regionID + "'");
390 367
391 lock (m_localScenes) 368 Scene s;
369
370 if (m_localScenes.TryGetValue(regionID, out s))
392 { 371 {
393 foreach (Scene scene in m_localScenes) 372 CurrentScene = s;
394 { 373 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 374 }
402 375
403 return false; 376 return false;
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes
405 378
406 public bool TryGetScene(string regionName, out Scene scene) 379 public bool TryGetScene(string regionName, out Scene scene)
407 { 380 {
408 lock (m_localScenes) 381 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 382 }
423 383
424 public bool TryGetScene(UUID regionID, out Scene scene) 384 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 385 {
426 lock (m_localScenes) 386 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 387 }
441 388
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 389 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 390 {
444 lock (m_localScenes) 391 List<Scene> sceneList = Scenes;
392 foreach (Scene mscene in sceneList)
445 { 393 {
446 foreach (Scene mscene in m_localScenes) 394 if (mscene.RegionInfo.RegionLocX == locX &&
395 mscene.RegionInfo.RegionLocY == locY)
447 { 396 {
448 if (mscene.RegionInfo.RegionLocX == locX && 397 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 398 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 399 }
455 } 400 }
456 401
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes
460 405
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 406 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 407 {
463 lock (m_localScenes) 408 List<Scene> sceneList = Scenes;
409 foreach (Scene mscene in sceneList)
464 { 410 {
465 foreach (Scene mscene in m_localScenes) 411 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
412 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 413 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 414 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 415 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 416 }
474 } 417 }
475 418
@@ -534,15 +477,10 @@ namespace OpenSim.Region.Framework.Scenes
534 477
535 public RegionInfo GetRegionInfo(UUID regionID) 478 public RegionInfo GetRegionInfo(UUID regionID)
536 { 479 {
537 lock (m_localScenes) 480 Scene s;
481 if (m_localScenes.TryGetValue(regionID, out s))
538 { 482 {
539 foreach (Scene scene in m_localScenes) 483 return s.RegionInfo;
540 {
541 if (scene.RegionInfo.RegionID == regionID)
542 {
543 return scene.RegionInfo;
544 }
545 }
546 } 484 }
547 485
548 return null; 486 return null;
@@ -560,14 +498,12 @@ namespace OpenSim.Region.Framework.Scenes
560 498
561 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 499 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
562 { 500 {
563 lock (m_localScenes) 501 List<Scene> sceneList = Scenes;
502 foreach (Scene scene in sceneList)
564 { 503 {
565 foreach (Scene scene in m_localScenes) 504 if (scene.TryGetScenePresence(avatarId, out avatar))
566 { 505 {
567 if (scene.TryGetScenePresence(avatarId, out avatar)) 506 return true;
568 {
569 return true;
570 }
571 } 507 }
572 } 508 }
573 509
@@ -577,15 +513,13 @@ namespace OpenSim.Region.Framework.Scenes
577 513
578 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 514 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
579 { 515 {
580 lock (m_localScenes) 516 List<Scene> sceneList = Scenes;
517 foreach (Scene scene in sceneList)
581 { 518 {
582 foreach (Scene scene in m_localScenes) 519 avatar = scene.GetScenePresence(avatarId);
583 {
584 avatar = scene.GetScenePresence(avatarId);
585 520
586 if (avatar != null && !avatar.IsChildAgent) 521 if (avatar != null && !avatar.IsChildAgent)
587 return true; 522 return true;
588 }
589 } 523 }
590 524
591 avatar = null; 525 avatar = null;
@@ -595,21 +529,19 @@ namespace OpenSim.Region.Framework.Scenes
595 public void CloseScene(Scene scene) 529 public void CloseScene(Scene scene)
596 { 530 {
597 lock (m_localScenes) 531 lock (m_localScenes)
598 m_localScenes.Remove(scene); 532 m_localScenes.Remove(scene.RegionInfo.RegionID);
599 533
600 scene.Close(); 534 scene.Close();
601 } 535 }
602 536
603 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 537 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
604 { 538 {
605 lock (m_localScenes) 539 List<Scene> sceneList = Scenes;
540 foreach (Scene scene in sceneList)
606 { 541 {
607 foreach (Scene scene in m_localScenes) 542 if (scene.TryGetAvatarByName(avatarName, out avatar))
608 { 543 {
609 if (scene.TryGetAvatarByName(avatarName, out avatar)) 544 return true;
610 {
611 return true;
612 }
613 } 545 }
614 } 546 }
615 547
@@ -619,14 +551,12 @@ namespace OpenSim.Region.Framework.Scenes
619 551
620 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 552 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
621 { 553 {
622 lock (m_localScenes) 554 List<Scene> sceneList = Scenes;
555 foreach (Scene scene in sceneList)
623 { 556 {
624 foreach (Scene scene in m_localScenes) 557 sp = scene.GetScenePresence(firstName, lastName);
625 { 558 if (sp != null && !sp.IsChildAgent)
626 sp = scene.GetScenePresence(firstName, lastName); 559 return true;
627 if (sp != null && !sp.IsChildAgent)
628 return true;
629 }
630 } 560 }
631 561
632 sp = null; 562 sp = null;
@@ -635,8 +565,8 @@ namespace OpenSim.Region.Framework.Scenes
635 565
636 public void ForEachScene(Action<Scene> action) 566 public void ForEachScene(Action<Scene> action)
637 { 567 {
638 lock (m_localScenes) 568 List<Scene> sceneList = Scenes;
639 m_localScenes.ForEach(action); 569 sceneList.ForEach(action);
640 } 570 }
641 } 571 }
642} 572}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..f8624e7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -34,6 +34,7 @@ using OpenSim.Framework;
34using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Xml; 36using System.Xml;
37using PermissionMask = OpenSim.Framework.PermissionMask;
37 38
38namespace OpenSim.Region.Framework.Scenes 39namespace OpenSim.Region.Framework.Scenes
39{ 40{
@@ -81,10 +82,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 82 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 83 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 84 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 85 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 86 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 87 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +244,11 @@ namespace OpenSim.Region.Framework.Scenes
247 244
248 public uint GetEffectivePermissions() 245 public uint GetEffectivePermissions()
249 { 246 {
247 return GetEffectivePermissions(false);
248 }
249
250 public uint GetEffectivePermissions(bool useBase)
251 {
250 uint perms=(uint)(PermissionMask.Modify | 252 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 253 PermissionMask.Copy |
252 PermissionMask.Move | 254 PermissionMask.Move |
@@ -258,7 +260,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 260 for (int i = 0; i < parts.Length; i++)
259 { 261 {
260 SceneObjectPart part = parts[i]; 262 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 263 if (useBase)
264 ownerMask &= part.BaseMask;
265 else
266 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 267 perms &= part.Inventory.MaskEffectivePermissions();
263 } 268 }
264 269
@@ -400,6 +405,9 @@ namespace OpenSim.Region.Framework.Scenes
400 405
401 public void ResumeScripts() 406 public void ResumeScripts()
402 { 407 {
408 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
409 return;
410
403 SceneObjectPart[] parts = m_parts.GetArray(); 411 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 412 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 413 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..b109b4f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
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.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -40,9 +41,11 @@ using OpenSim.Framework;
40using OpenSim.Region.Framework.Interfaces; 41using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Physics.Manager; 42using OpenSim.Region.Physics.Manager;
42using OpenSim.Region.Framework.Scenes.Serialization; 43using OpenSim.Region.Framework.Scenes.Serialization;
44using PermissionMask = OpenSim.Framework.PermissionMask;
43 45
44namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
45{ 47{
48
46 [Flags] 49 [Flags]
47 public enum scriptEvents 50 public enum scriptEvents
48 { 51 {
@@ -77,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes
77 object_rez = 4194304 80 object_rez = 4194304
78 } 81 }
79 82
80 struct scriptPosTarget 83 public struct scriptPosTarget
81 { 84 {
82 public Vector3 targetPos; 85 public Vector3 targetPos;
83 public float tolerance; 86 public float tolerance;
84 public uint handle; 87 public uint handle;
85 } 88 }
86 89
87 struct scriptRotTarget 90 public struct scriptRotTarget
88 { 91 {
89 public Quaternion targetRot; 92 public Quaternion targetRot;
90 public float tolerance; 93 public float tolerance;
@@ -115,8 +118,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 118 /// since the group's last persistent backup
116 /// </summary> 119 /// </summary>
117 private bool m_hasGroupChanged = false; 120 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 121 private long timeFirstChanged = 0;
119 private long timeLastChanged; 122 private long timeLastChanged = 0;
123 private long m_maxPersistTime = 0;
124 private long m_minPersistTime = 0;
125// private Random m_rand;
126 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 127
121 /// <summary> 128 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 129 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +140,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 140 {
134 if (value) 141 if (value)
135 { 142 {
143
144 if (m_isBackedUp)
145 {
146 m_scene.SceneGraph.FireChangeBackup(this);
147 }
136 timeLastChanged = DateTime.Now.Ticks; 148 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 149 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 150 timeFirstChanged = DateTime.Now.Ticks;
151 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
152 {
153/*
154 if (m_rand == null)
155 {
156 byte[] val = new byte[16];
157 m_rootPart.UUID.ToBytes(val, 0);
158 m_rand = new Random(BitConverter.ToInt32(val, 0));
159 }
160 */
161 if (m_scene.GetRootAgentCount() == 0)
162 {
163 //If the region is empty, this change has been made by an automated process
164 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
165
166// float factor = 1.5f + (float)(m_rand.NextDouble());
167 float factor = 2.0f;
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
170 }
171 else
172 {
173 //If the region is not empty, we want to obey the minimum and maximum persist times
174 //but add a random factor so we stagger the object persistance a little
175// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
176// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
177 m_maxPersistTime = m_scene.m_persistAfter;
178 m_minPersistTime = m_scene.m_dontPersistBefore;
179 }
180 }
139 } 181 }
140 m_hasGroupChanged = value; 182 m_hasGroupChanged = value;
141 183
@@ -150,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 192 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 193 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 194 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 195 public bool HasGroupChangedDueToDelink { get; set; }
154 196
155 private bool isTimeToPersist() 197 private bool isTimeToPersist()
156 { 198 {
@@ -160,8 +202,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 202 return false;
161 if (m_scene.ShuttingDown) 203 if (m_scene.ShuttingDown)
162 return true; 204 return true;
205
206 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
207 {
208 m_maxPersistTime = m_scene.m_persistAfter;
209 m_minPersistTime = m_scene.m_dontPersistBefore;
210 }
211
163 long currentTime = DateTime.Now.Ticks; 212 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 213
214 if (timeLastChanged == 0) timeLastChanged = currentTime;
215 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
216
217 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 218 return true;
166 return false; 219 return false;
167 } 220 }
@@ -264,26 +317,38 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return RootPart.VolumeDetectActive; } 317 get { return RootPart.VolumeDetectActive; }
265 } 318 }
266 319
267 private Vector3 lastPhysGroupPos;
268 private Quaternion lastPhysGroupRot;
269
270 private bool m_isBackedUp; 320 private bool m_isBackedUp;
271 321
322 public bool IsBackedUp
323 {
324 get { return m_isBackedUp; }
325 }
326
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 327 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 328
274 protected ulong m_regionHandle; 329 protected ulong m_regionHandle;
275 protected SceneObjectPart m_rootPart; 330 protected SceneObjectPart m_rootPart;
276 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 331 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
277 332
278 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 333 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
279 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 334 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
335
336 public SortedDictionary<uint, scriptPosTarget> AtTargets
337 {
338 get { return m_targets; }
339 }
340
341 public SortedDictionary<uint, scriptRotTarget> RotTargets
342 {
343 get { return m_rotTargets; }
344 }
280 345
281 private bool m_scriptListens_atTarget; 346 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 347 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 348 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 349 private bool m_scriptListens_notAtRotTarget;
286 350
351 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 352 internal Dictionary<UUID, string> m_savedScriptState;
288 353
289 #region Properties 354 #region Properties
@@ -320,6 +385,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 385 get { return m_parts.Count; }
321 } 386 }
322 387
388// protected Quaternion m_rotation = Quaternion.Identity;
389//
390// public virtual Quaternion Rotation
391// {
392// get { return m_rotation; }
393// set {
394// m_rotation = value;
395// }
396// }
397
323 public Quaternion GroupRotation 398 public Quaternion GroupRotation
324 { 399 {
325 get { return m_rootPart.RotationOffset; } 400 get { return m_rootPart.RotationOffset; }
@@ -426,7 +501,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 501 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 502 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 503 }
429 504
505
506
507 private struct avtocrossInfo
508 {
509 public ScenePresence av;
510 public uint ParentID;
511 }
512
430 /// <summary> 513 /// <summary>
431 /// The absolute position of this scene object in the scene 514 /// The absolute position of this scene object in the scene
432 /// </summary> 515 /// </summary>
@@ -454,10 +537,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 537 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 538 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 539 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 540 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
541 uint x = 0;
542 uint y = 0;
543 string version = String.Empty;
544 Vector3 newpos = Vector3.Zero;
545 OpenSim.Services.Interfaces.GridRegion destination = null;
546
547 if (m_rootPart.KeyframeMotion != null)
548 m_rootPart.KeyframeMotion.StartCrossingCheck();
549
550 bool canCross = true;
551 foreach (ScenePresence av in m_linkedAvatars)
552 {
553 // We need to cross these agents. First, let's find
554 // out if any of them can't cross for some reason.
555 // We have to deny the crossing entirely if any
556 // of them are banned. Alternatively, we could
557 // unsit banned agents....
558
559
560 // We set the avatar position as being the object
561 // position to get the region to send to
562 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
563 {
564 canCross = false;
565 break;
566 }
567
568 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
569 }
570
571 if (canCross)
572 {
573 // We unparent the SP quietly so that it won't
574 // be made to stand up
575
576 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
577
578 foreach (ScenePresence av in m_linkedAvatars)
579 {
580 avtocrossInfo avinfo = new avtocrossInfo();
581 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
582 if (parentPart != null)
583 av.ParentUUID = parentPart.UUID;
584
585 avinfo.av = av;
586 avinfo.ParentID = av.ParentID;
587 avsToCross.Add(avinfo);
588
589 av.ParentID = 0;
590 }
591
592 // m_linkedAvatars.Clear();
593 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
594
595 // Normalize
596 if (val.X >= Constants.RegionSize)
597 val.X -= Constants.RegionSize;
598 if (val.Y >= Constants.RegionSize)
599 val.Y -= Constants.RegionSize;
600 if (val.X < 0)
601 val.X += Constants.RegionSize;
602 if (val.Y < 0)
603 val.Y += Constants.RegionSize;
604
605 // If it's deleted, crossing was successful
606 if (IsDeleted)
607 {
608 // foreach (ScenePresence av in m_linkedAvatars)
609 foreach (avtocrossInfo avinfo in avsToCross)
610 {
611 ScenePresence av = avinfo.av;
612 if (!av.IsInTransit) // just in case...
613 {
614 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
615
616 av.IsInTransit = true;
617
618 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
619 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
620 }
621 else
622 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
623 }
624 avsToCross.Clear();
625 return;
626 }
627 else // cross failed, put avas back ??
628 {
629 foreach (avtocrossInfo avinfo in avsToCross)
630 {
631 ScenePresence av = avinfo.av;
632 av.ParentUUID = UUID.Zero;
633 av.ParentID = avinfo.ParentID;
634// m_linkedAvatars.Add(av);
635 }
636 }
637 avsToCross.Clear();
638
639 }
640 else
641 {
642 if (m_rootPart.KeyframeMotion != null)
643 m_rootPart.KeyframeMotion.CrossingFailure();
644
645 if (RootPart.PhysActor != null)
646 {
647 RootPart.PhysActor.CrossingFailure();
648 }
649 }
650 Vector3 oldp = AbsolutePosition;
651 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
652 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
653 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 654 }
459 } 655 }
460 656
657/* don't see the need but worse don't see where is restored to false if things stay in
658 foreach (SceneObjectPart part in m_parts.GetArray())
659 {
660 part.IgnoreUndoUpdate = true;
661 }
662 */
461 if (RootPart.GetStatusSandbox()) 663 if (RootPart.GetStatusSandbox())
462 { 664 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 665 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +677,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 677 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 678 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 679 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 680 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 681 if (m_dupeInProgress)
682 triggerScriptEvent = false;
683 foreach (SceneObjectPart part in parts)
684 {
685 part.GroupPosition = val;
686 if (triggerScriptEvent)
687 part.TriggerScriptChangedEvent(Changed.POSITION);
688 }
480 689
690/*
691 This seems not needed and should not be needed:
692 sp absolute position depends on sit part absolute position fixed above.
693 sp ParentPosition is not used anywhere.
694 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
695 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
696
697 if (!m_dupeInProgress)
698 {
699 foreach (ScenePresence av in m_linkedAvatars)
700 {
701 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
702 if (p != null && m_parts.TryGetValue(p.UUID, out p))
703 {
704 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
705 av.AbsolutePosition += offset;
706// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
707 av.SendAvatarDataToAllAgents();
708 }
709 }
710 }
711*/
481 //if (m_rootPart.PhysActor != null) 712 //if (m_rootPart.PhysActor != null)
482 //{ 713 //{
483 //m_rootPart.PhysActor.Position = 714 //m_rootPart.PhysActor.Position =
@@ -491,6 +722,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 722 }
492 } 723 }
493 724
725 public override Vector3 Velocity
726 {
727 get { return RootPart.Velocity; }
728 set { RootPart.Velocity = value; }
729 }
730
731 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
732 {
733 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
734 ScenePresence agent = icon.EndInvoke(iar);
735
736 //// If the cross was successful, this agent is a child agent
737 if (agent.IsChildAgent)
738 {
739 if (agent.ParentUUID != UUID.Zero)
740 {
741 agent.ParentPart = null;
742// agent.ParentPosition = Vector3.Zero;
743// agent.ParentUUID = UUID.Zero;
744 }
745 }
746
747 agent.ParentUUID = UUID.Zero;
748
749// agent.Reset();
750// else // Not successful
751// agent.RestoreInCurrentScene();
752
753 // In any case
754 agent.IsInTransit = false;
755
756 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
757 }
758
494 public override uint LocalId 759 public override uint LocalId
495 { 760 {
496 get { return m_rootPart.LocalId; } 761 get { return m_rootPart.LocalId; }
@@ -561,6 +826,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 826 m_isSelected = value;
562 // Tell physics engine that group is selected 827 // Tell physics engine that group is selected
563 828
829 // this is not right
830 // but ode engines should only really need to know about root part
831 // so they can put entire object simulation on hold and not colliding
832 // keep as was for now
833
564 PhysicsActor pa = m_rootPart.PhysActor; 834 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 835 if (pa != null)
566 { 836 {
@@ -577,6 +847,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 847 childPa.Selected = value;
578 } 848 }
579 } 849 }
850 if (RootPart.KeyframeMotion != null)
851 RootPart.KeyframeMotion.Selected = value;
852 }
853 }
854
855 public void PartSelectChanged(bool partSelect)
856 {
857 // any part selected makes group selected
858 if (m_isSelected == partSelect)
859 return;
860
861 if (partSelect)
862 {
863 IsSelected = partSelect;
864// if (!IsAttachment)
865// ScheduleGroupForFullUpdate();
866 }
867 else
868 {
869 // bad bad bad 2 heavy for large linksets
870 // since viewer does send lot of (un)selects
871 // this needs to be replaced by a specific list or count ?
872 // but that will require extra code in several places
873
874 SceneObjectPart[] parts = m_parts.GetArray();
875 for (int i = 0; i < parts.Length; i++)
876 {
877 SceneObjectPart part = parts[i];
878 if (part.IsSelected)
879 return;
880 }
881 IsSelected = partSelect;
882 if (!IsAttachment)
883 {
884 ScheduleGroupForFullUpdate();
885 }
580 } 886 }
581 } 887 }
582 888
@@ -674,6 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 980 /// </summary>
675 public SceneObjectGroup() 981 public SceneObjectGroup()
676 { 982 {
983
677 } 984 }
678 985
679 /// <summary> 986 /// <summary>
@@ -691,8 +998,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 998 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 999 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 1000 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1001 {
695 { 1002 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 1003 }
697 1004
698 /// <summary> 1005 /// <summary>
@@ -727,6 +1034,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1034 /// </summary>
728 public virtual void AttachToBackup() 1035 public virtual void AttachToBackup()
729 { 1036 {
1037 if (IsAttachment) return;
1038 m_scene.SceneGraph.FireAttachToBackup(this);
1039
730 if (InSceneBackup) 1040 if (InSceneBackup)
731 { 1041 {
732 //m_log.DebugFormat( 1042 //m_log.DebugFormat(
@@ -769,6 +1079,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1079
770 ApplyPhysics(); 1080 ApplyPhysics();
771 1081
1082 if (RootPart.PhysActor != null)
1083 RootPart.Force = RootPart.Force;
1084 if (RootPart.PhysActor != null)
1085 RootPart.Torque = RootPart.Torque;
1086 if (RootPart.PhysActor != null)
1087 RootPart.Buoyancy = RootPart.Buoyancy;
1088
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1089 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1090 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1091 //ScheduleGroupForFullUpdate();
@@ -784,6 +1101,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1101 EntityIntersection result = new EntityIntersection();
785 1102
786 SceneObjectPart[] parts = m_parts.GetArray(); 1103 SceneObjectPart[] parts = m_parts.GetArray();
1104
1105 // Find closest hit here
1106 float idist = float.MaxValue;
1107
787 for (int i = 0; i < parts.Length; i++) 1108 for (int i = 0; i < parts.Length; i++)
788 { 1109 {
789 SceneObjectPart part = parts[i]; 1110 SceneObjectPart part = parts[i];
@@ -798,11 +1119,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1119
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1120 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1121
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1122 if (inter.HitTF)
807 { 1123 {
808 // We need to find the closest prim to return to the testcaller along the ray 1124 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1129,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1129 result.obj = part;
814 result.normal = inter.normal; 1130 result.normal = inter.normal;
815 result.distance = inter.distance; 1131 result.distance = inter.distance;
1132
1133 idist = inter.distance;
816 } 1134 }
817 } 1135 }
818 } 1136 }
819
820 return result; 1137 return result;
821 } 1138 }
822 1139
@@ -828,25 +1145,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1145 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1146 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1147 {
831 maxX = -256f; 1148 maxX = float.MinValue;
832 maxY = -256f; 1149 maxY = float.MinValue;
833 maxZ = -256f; 1150 maxZ = float.MinValue;
834 minX = 256f; 1151 minX = float.MaxValue;
835 minY = 256f; 1152 minY = float.MaxValue;
836 minZ = 8192f; 1153 minZ = float.MaxValue;
837 1154
838 SceneObjectPart[] parts = m_parts.GetArray(); 1155 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1156 foreach (SceneObjectPart part in parts)
840 { 1157 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1158 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1159 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1160 Quaternion worldRot;
846 if (part.ParentID == 0) 1161 if (part.ParentID == 0)
1162 {
847 worldRot = part.RotationOffset; 1163 worldRot = part.RotationOffset;
1164 }
848 else 1165 else
1166 {
849 worldRot = part.GetWorldRotation(); 1167 worldRot = part.GetWorldRotation();
1168 }
850 1169
851 Vector3 frontTopLeft; 1170 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1171 Vector3 frontTopRight;
@@ -858,6 +1177,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1177 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1178 Vector3 backBottomRight;
860 1179
1180 // Vector3[] corners = new Vector3[8];
1181
861 Vector3 orig = Vector3.Zero; 1182 Vector3 orig = Vector3.Zero;
862 1183
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1184 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1213,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1213 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1214 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1215
1216
1217
1218 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1219 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1220 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1221 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1222 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1223 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1224 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1225 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1226
1227 //for (int i = 0; i < 8; i++)
1228 //{
1229 // corners[i] = corners[i] * worldRot;
1230 // corners[i] += offset;
1231
1232 // if (corners[i].X > maxX)
1233 // maxX = corners[i].X;
1234 // if (corners[i].X < minX)
1235 // minX = corners[i].X;
1236
1237 // if (corners[i].Y > maxY)
1238 // maxY = corners[i].Y;
1239 // if (corners[i].Y < minY)
1240 // minY = corners[i].Y;
1241
1242 // if (corners[i].Z > maxZ)
1243 // maxZ = corners[i].Y;
1244 // if (corners[i].Z < minZ)
1245 // minZ = corners[i].Z;
1246 //}
1247
895 frontTopLeft = frontTopLeft * worldRot; 1248 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1249 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1250 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1266,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1266 backTopLeft += offset;
914 backTopRight += offset; 1267 backTopRight += offset;
915 1268
1269 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1270 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1271 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1272 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1273 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1274 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1275 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1276 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1277
916 if (frontTopRight.X > maxX) 1278 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1279 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1280 if (frontTopLeft.X > maxX)
@@ -1056,17 +1418,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1418
1057 #endregion 1419 #endregion
1058 1420
1421 public void GetResourcesCosts(SceneObjectPart apart,
1422 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1423 {
1424 // this information may need to be cached
1425
1426 float cost;
1427 float tmpcost;
1428
1429 bool ComplexCost = false;
1430
1431 SceneObjectPart p;
1432 SceneObjectPart[] parts;
1433
1434 lock (m_parts)
1435 {
1436 parts = m_parts.GetArray();
1437 }
1438
1439 int nparts = parts.Length;
1440
1441
1442 for (int i = 0; i < nparts; i++)
1443 {
1444 p = parts[i];
1445
1446 if (p.UsesComplexCost)
1447 {
1448 ComplexCost = true;
1449 break;
1450 }
1451 }
1452
1453 if (ComplexCost)
1454 {
1455 linksetResCost = 0;
1456 linksetPhysCost = 0;
1457 partCost = 0;
1458 partPhysCost = 0;
1459
1460 for (int i = 0; i < nparts; i++)
1461 {
1462 p = parts[i];
1463
1464 cost = p.StreamingCost;
1465 tmpcost = p.SimulationCost;
1466 if (tmpcost > cost)
1467 cost = tmpcost;
1468 tmpcost = p.PhysicsCost;
1469 if (tmpcost > cost)
1470 cost = tmpcost;
1471
1472 linksetPhysCost += tmpcost;
1473 linksetResCost += cost;
1474
1475 if (p == apart)
1476 {
1477 partCost = cost;
1478 partPhysCost = tmpcost;
1479 }
1480 }
1481 }
1482 else
1483 {
1484 partPhysCost = 1.0f;
1485 partCost = 1.0f;
1486 linksetResCost = (float)nparts;
1487 linksetPhysCost = linksetResCost;
1488 }
1489 }
1490
1491 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1492 {
1493 SceneObjectPart p;
1494 SceneObjectPart[] parts;
1495
1496 lock (m_parts)
1497 {
1498 parts = m_parts.GetArray();
1499 }
1500
1501 int nparts = parts.Length;
1502
1503 PhysCost = 0;
1504 StreamCost = 0;
1505 SimulCost = 0;
1506
1507 for (int i = 0; i < nparts; i++)
1508 {
1509 p = parts[i];
1510
1511 StreamCost += p.StreamingCost;
1512 SimulCost += p.SimulationCost;
1513 PhysCost += p.PhysicsCost;
1514 }
1515 }
1516
1059 public void SaveScriptedState(XmlTextWriter writer) 1517 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1518 {
1519 SaveScriptedState(writer, false);
1520 }
1521
1522 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1523 {
1061 XmlDocument doc = new XmlDocument(); 1524 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1525 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1526
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1527 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1528 for (int i = 0; i < parts.Length; i++)
1066 { 1529 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1530 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1531 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1532 states[kvp.Key] = kvp.Value;
1070 } 1533 }
1071 1534
1072 if (states.Count > 0) 1535 if (states.Count > 0)
@@ -1086,6 +1549,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1549 }
1087 1550
1088 /// <summary> 1551 /// <summary>
1552 /// Add the avatar to this linkset (avatar is sat).
1553 /// </summary>
1554 /// <param name="agentID"></param>
1555 public void AddAvatar(UUID agentID)
1556 {
1557 ScenePresence presence;
1558 if (m_scene.TryGetScenePresence(agentID, out presence))
1559 {
1560 if (!m_linkedAvatars.Contains(presence))
1561 {
1562 m_linkedAvatars.Add(presence);
1563 }
1564 }
1565 }
1566
1567 /// <summary>
1568 /// Delete the avatar from this linkset (avatar is unsat).
1569 /// </summary>
1570 /// <param name="agentID"></param>
1571 public void DeleteAvatar(UUID agentID)
1572 {
1573 ScenePresence presence;
1574 if (m_scene.TryGetScenePresence(agentID, out presence))
1575 {
1576 if (m_linkedAvatars.Contains(presence))
1577 {
1578 m_linkedAvatars.Remove(presence);
1579 }
1580 }
1581 }
1582
1583 /// <summary>
1584 /// Returns the list of linked presences (avatars sat on this group)
1585 /// </summary>
1586 /// <param name="agentID"></param>
1587 public List<ScenePresence> GetLinkedAvatars()
1588 {
1589 return m_linkedAvatars;
1590 }
1591
1592 /// <summary>
1593 /// Attach this scene object to the given avatar.
1594 /// </summary>
1595 /// <param name="agentID"></param>
1596 /// <param name="attachmentpoint"></param>
1597 /// <param name="AttachOffset"></param>
1598 private void AttachToAgent(
1599 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1600 {
1601 if (avatar != null)
1602 {
1603 // don't attach attachments to child agents
1604 if (avatar.IsChildAgent) return;
1605
1606 // Remove from database and parcel prim count
1607 m_scene.DeleteFromStorage(so.UUID);
1608 m_scene.EventManager.TriggerParcelPrimCountTainted();
1609
1610 so.AttachedAvatar = avatar.UUID;
1611
1612 if (so.RootPart.PhysActor != null)
1613 {
1614 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1615 so.RootPart.PhysActor = null;
1616 }
1617
1618 so.AbsolutePosition = attachOffset;
1619 so.RootPart.AttachedPos = attachOffset;
1620 so.IsAttachment = true;
1621 so.RootPart.SetParentLocalId(avatar.LocalId);
1622 so.AttachmentPoint = attachmentpoint;
1623
1624 avatar.AddAttachment(this);
1625
1626 if (!silent)
1627 {
1628 // Killing it here will cause the client to deselect it
1629 // It then reappears on the avatar, deselected
1630 // through the full update below
1631 //
1632 if (IsSelected)
1633 {
1634 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1635 }
1636
1637 IsSelected = false; // fudge....
1638 ScheduleGroupForFullUpdate();
1639 }
1640 }
1641 else
1642 {
1643 m_log.WarnFormat(
1644 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1645 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1646 }
1647 }
1648
1649 public byte GetAttachmentPoint()
1650 {
1651 return m_rootPart.Shape.State;
1652 }
1653
1654 public void DetachToGround()
1655 {
1656 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1657 if (avatar == null)
1658 return;
1659
1660 avatar.RemoveAttachment(this);
1661
1662 Vector3 detachedpos = new Vector3(127f,127f,127f);
1663 if (avatar == null)
1664 return;
1665
1666 detachedpos = avatar.AbsolutePosition;
1667 FromItemID = UUID.Zero;
1668
1669 AbsolutePosition = detachedpos;
1670 AttachedAvatar = UUID.Zero;
1671
1672 //SceneObjectPart[] parts = m_parts.GetArray();
1673 //for (int i = 0; i < parts.Length; i++)
1674 // parts[i].AttachedAvatar = UUID.Zero;
1675
1676 m_rootPart.SetParentLocalId(0);
1677 AttachmentPoint = (byte)0;
1678 // must check if buildind should be true or false here
1679 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1680 HasGroupChanged = true;
1681 RootPart.Rezzed = DateTime.Now;
1682 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1683 AttachToBackup();
1684 m_scene.EventManager.TriggerParcelPrimCountTainted();
1685 m_rootPart.ScheduleFullUpdate();
1686 m_rootPart.ClearUndoState();
1687 }
1688
1689 public void DetachToInventoryPrep()
1690 {
1691 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1692 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1693 if (avatar != null)
1694 {
1695 //detachedpos = avatar.AbsolutePosition;
1696 avatar.RemoveAttachment(this);
1697 }
1698
1699 AttachedAvatar = UUID.Zero;
1700
1701 /*SceneObjectPart[] parts = m_parts.GetArray();
1702 for (int i = 0; i < parts.Length; i++)
1703 parts[i].AttachedAvatar = UUID.Zero;*/
1704
1705 m_rootPart.SetParentLocalId(0);
1706 //m_rootPart.SetAttachmentPoint((byte)0);
1707 IsAttachment = false;
1708 AbsolutePosition = m_rootPart.AttachedPos;
1709 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1710 //AttachToBackup();
1711 //m_rootPart.ScheduleFullUpdate();
1712 }
1713
1714 /// <summary>
1089 /// 1715 ///
1090 /// </summary> 1716 /// </summary>
1091 /// <param name="part"></param> 1717 /// <param name="part"></param>
@@ -1125,7 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1751 public void AddPart(SceneObjectPart part)
1126 { 1752 {
1127 part.SetParent(this); 1753 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1754 m_parts.Add(part.UUID, part);
1755
1756 part.LinkNum = m_parts.Count;
1757
1129 if (part.LinkNum == 2) 1758 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1759 RootPart.LinkNum = 1;
1131 } 1760 }
@@ -1151,6 +1780,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1780 parts[i].UUID = UUID.Random();
1152 } 1781 }
1153 1782
1783 // helper provided for parts.
1784 public int GetSceneMaxUndo()
1785 {
1786 if (m_scene != null)
1787 return m_scene.MaxUndoCount;
1788 return 5;
1789 }
1790
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1791 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1792 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1793 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1845// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1846// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1847
1211 part.StoreUndoState(); 1848// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1849 part.OnGrab(offsetPos, remoteClient);
1213 } 1850 }
1214 1851
@@ -1228,6 +1865,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1865 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1866 public void DeleteGroupFromScene(bool silent)
1230 { 1867 {
1868 // We need to keep track of this state in case this group is still queued for backup.
1869 IsDeleted = true;
1870
1871 DetachFromBackup();
1872
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1873 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1874 for (int i = 0; i < parts.Length; i++)
1233 { 1875 {
@@ -1251,6 +1893,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1893 }
1252 }); 1894 });
1253 } 1895 }
1896
1254 } 1897 }
1255 1898
1256 public void AddScriptLPS(int count) 1899 public void AddScriptLPS(int count)
@@ -1320,28 +1963,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1963 /// </summary>
1321 public void ApplyPhysics() 1964 public void ApplyPhysics()
1322 { 1965 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1966 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1967 if (parts.Length > 1)
1329 { 1968 {
1969 ResetChildPrimPhysicsPositions();
1970
1971 // Apply physics to the root prim
1972 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1973
1974
1330 for (int i = 0; i < parts.Length; i++) 1975 for (int i = 0; i < parts.Length; i++)
1331 { 1976 {
1332 SceneObjectPart part = parts[i]; 1977 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1978 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1979 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1980 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1981 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1982// ResetChildPrimPhysicsPositions();
1983 if (m_rootPart.PhysActor != null)
1984 {
1985 m_rootPart.PhysActor.Building = false;
1986 }
1987 }
1988 else
1989 {
1990 // Apply physics to the root prim
1991 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1992 }
1340 } 1993 }
1341 1994
1342 public void SetOwnerId(UUID userId) 1995 public void SetOwnerId(UUID userId)
1343 { 1996 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1997 ForEachPart(delegate(SceneObjectPart part)
1998 {
1999
2000 part.OwnerID = userId;
2001
2002 });
1345 } 2003 }
1346 2004
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2005 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2031,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2031 return;
1374 } 2032 }
1375 2033
2034 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2035 return;
2036
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2037 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2038 // any exception propogate upwards.
1378 try 2039 try
1379 { 2040 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2041 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2042 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2043 m_scene.LoadingPrims) // Land may not be valid yet
2044
1381 { 2045 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2046 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2047 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2068 }
1405 } 2069 }
1406 } 2070 }
2071
1407 } 2072 }
1408 2073
1409 if (m_scene.UseBackup && HasGroupChanged) 2074 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2076,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2076 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2077 if (isTimeToPersist() || forcedBackup)
1413 { 2078 {
2079 if (m_rootPart.PhysActor != null &&
2080 (!m_rootPart.PhysActor.IsPhysical))
2081 {
2082 // Possible ghost prim
2083 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2084 {
2085 foreach (SceneObjectPart part in m_parts.GetArray())
2086 {
2087 // Re-set physics actor positions and
2088 // orientations
2089 part.GroupPosition = m_rootPart.GroupPosition;
2090 }
2091 }
2092 }
1414// m_log.DebugFormat( 2093// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2094// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2095// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2096
2097 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2098 {
2099 RootPart.Shape.State = 0;
2100 ScheduleGroupForFullUpdate();
2101 }
2102
1418 SceneObjectGroup backup_group = Copy(false); 2103 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2104 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2105 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2109,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2109 HasGroupChangedDueToDelink = false;
1425 2110
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2111 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2112/*
2113 backup_group.ForEachPart(delegate(SceneObjectPart part)
2114 {
2115 if (part.KeyframeMotion != null)
2116 {
2117 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2118// part.KeyframeMotion.UpdateSceneObject(this);
2119 }
2120 });
2121*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2122 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2123
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2124 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2175,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2175 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2176 public SceneObjectGroup Copy(bool userExposed)
1482 { 2177 {
2178 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2179 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2180 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2181 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2182
2183 // new group as no sitting avatars
2184 dupe.m_linkedAvatars = new List<ScenePresence>();
2185
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2186 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2187 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2188 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2193,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2193 // This is only necessary when userExposed is false!
1495 2194
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2195 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2196
1498 if (!userExposed) 2197 if (!userExposed)
1499 dupe.IsAttachment = true; 2198 dupe.IsAttachment = true;
1500 2199
@@ -1507,16 +2206,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2206
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2207 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2208 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2209
1510 2210
1511 if (userExposed) 2211 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2212 dupe.m_rootPart.TrimPermissions();
1513 2213
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2214 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2215
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2216 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2217 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2218 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2219 }
1520 ); 2220 );
1521 2221
1522 foreach (SceneObjectPart part in partList) 2222 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2226,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2226 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2227 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2228 newPart.LinkNum = part.LinkNum;
1529 } 2229 if (userExposed)
2230 newPart.ParentID = dupe.m_rootPart.LocalId;
2231 }
1530 else 2232 else
1531 { 2233 {
1532 newPart = dupe.m_rootPart; 2234 newPart = dupe.m_rootPart;
1533 } 2235 }
2236/*
2237 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2238 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2239
1535 // Need to duplicate the physics actor as well 2240 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2241 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2242 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2243 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2244 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2245 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2246 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2247 pbs,
1545 newPart.AbsolutePosition, 2248 newPart.AbsolutePosition,
1546 newPart.Scale, 2249 newPart.Scale,
1547 newPart.RotationOffset, 2250 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2251 isphys,
2252 isphan,
1549 newPart.LocalId); 2253 newPart.LocalId);
1550 2254
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2255 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2256 */
2257 if (userExposed)
2258 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2259// }
2260 // copy keyframemotion
2261 if (part.KeyframeMotion != null)
2262 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2263 }
1554 2264
1555 if (userExposed) 2265 if (userExposed)
1556 { 2266 {
1557 dupe.UpdateParentIDs(); 2267// done above dupe.UpdateParentIDs();
2268
2269 if (dupe.m_rootPart.PhysActor != null)
2270 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2271
1558 dupe.HasGroupChanged = true; 2272 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2273 dupe.AttachToBackup();
1560 2274
1561 ScheduleGroupForFullUpdate(); 2275 ScheduleGroupForFullUpdate();
1562 } 2276 }
1563 2277
2278 m_dupeInProgress = false;
1564 return dupe; 2279 return dupe;
1565 } 2280 }
1566 2281
@@ -1572,11 +2287,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2287 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2288 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2289 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2290 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2291 // give newpart a new local ID lettng old part keep same
2292 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2293 newpart.LocalId = m_scene.AllocateLocalId();
2294
2295 SetRootPart(newpart);
2296 if (userExposed)
2297 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2298 }
1577 2299
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2300 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2301 {
2302 if (usePhysics)
2303 {
2304 if (RootPart.KeyframeMotion != null)
2305 RootPart.KeyframeMotion.Stop();
2306 RootPart.KeyframeMotion = null;
2307 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2308 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2309 }
1582 2310
@@ -1624,13 +2352,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2352
1625 if (pa != null) 2353 if (pa != null)
1626 { 2354 {
1627 pa.AddForce(impulse, true); 2355 // false to be applied as a impulse
2356 pa.AddForce(impulse, false);
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2357 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1629 } 2358 }
1630 } 2359 }
1631 } 2360 }
1632 2361
1633 public void applyAngularImpulse(Vector3 impulse) 2362 public void ApplyAngularImpulse(Vector3 impulse)
1634 { 2363 {
1635 PhysicsActor pa = RootPart.PhysActor; 2364 PhysicsActor pa = RootPart.PhysActor;
1636 2365
@@ -1638,21 +2367,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 2367 {
1639 if (!IsAttachment) 2368 if (!IsAttachment)
1640 { 2369 {
1641 pa.AddAngularForce(impulse, true); 2370 // false to be applied as a impulse
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2371 pa.AddAngularForce(impulse, false);
1643 }
1644 }
1645 }
1646
1647 public void setAngularImpulse(Vector3 impulse)
1648 {
1649 PhysicsActor pa = RootPart.PhysActor;
1650
1651 if (pa != null)
1652 {
1653 if (!IsAttachment)
1654 {
1655 pa.Torque = impulse;
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2372 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2373 }
1658 } 2374 }
@@ -1660,20 +2376,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2376
1661 public Vector3 GetTorque() 2377 public Vector3 GetTorque()
1662 { 2378 {
1663 PhysicsActor pa = RootPart.PhysActor; 2379 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2380 }
1676 2381
2382 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2383 public void moveToTarget(Vector3 target, float tau)
1678 { 2384 {
1679 if (IsAttachment) 2385 if (IsAttachment)
@@ -1703,8 +2409,50 @@ namespace OpenSim.Region.Framework.Scenes
1703 2409
1704 if (pa != null) 2410 if (pa != null)
1705 pa.PIDActive = false; 2411 pa.PIDActive = false;
2412
2413 RootPart.ScheduleTerseUpdate(); // send a stop information
1706 } 2414 }
1707 2415
2416 public void rotLookAt(Quaternion target, float strength, float damping)
2417 {
2418 SceneObjectPart rootpart = m_rootPart;
2419 if (rootpart != null)
2420 {
2421 if (IsAttachment)
2422 {
2423 /*
2424 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2425 if (avatar != null)
2426 {
2427 Rotate the Av?
2428 } */
2429 }
2430 else
2431 {
2432 if (rootpart.PhysActor != null)
2433 { // APID must be implemented in your physics system for this to function.
2434 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2435 rootpart.PhysActor.APIDStrength = strength;
2436 rootpart.PhysActor.APIDDamping = damping;
2437 rootpart.PhysActor.APIDActive = true;
2438 }
2439 }
2440 }
2441 }
2442
2443 public void stopLookAt()
2444 {
2445 SceneObjectPart rootpart = m_rootPart;
2446 if (rootpart != null)
2447 {
2448 if (rootpart.PhysActor != null)
2449 { // APID must be implemented in your physics system for this to function.
2450 rootpart.PhysActor.APIDActive = false;
2451 }
2452 }
2453
2454 }
2455
1708 /// <summary> 2456 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2457 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2458 /// </summary>
@@ -1721,7 +2469,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2469 {
1722 pa.PIDHoverHeight = height; 2470 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2471 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2472 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2473 pa.PIDHoverActive = true;
1726 } 2474 }
1727 else 2475 else
@@ -1761,7 +2509,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2509 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2510 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2511 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2512 // give new ID to the new part, letting old keep original
2513 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2514 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2515 newPart.LocalId = m_scene.AllocateLocalId();
2516 newPart.SetParent(this);
2517
1765 AddPart(newPart); 2518 AddPart(newPart);
1766 2519
1767 SetPartAsNonRoot(newPart); 2520 SetPartAsNonRoot(newPart);
@@ -1811,6 +2564,7 @@ namespace OpenSim.Region.Framework.Scenes
1811 2564
1812 #endregion 2565 #endregion
1813 2566
2567
1814 public override void Update() 2568 public override void Update()
1815 { 2569 {
1816 // Check that the group was not deleted before the scheduled update 2570 // Check that the group was not deleted before the scheduled update
@@ -1829,19 +2583,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 // check to see if the physical position or rotation warrant an update. 2583 // check to see if the physical position or rotation warrant an update.
1830 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2584 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1831 { 2585 {
1832 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2586 // rootpart SendScheduledUpdates will check if a update is needed
1833 2587 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1834 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1835 {
1836 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1837 lastPhysGroupPos = AbsolutePosition;
1838 }
1839
1840 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1841 {
1842 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1843 lastPhysGroupRot = GroupRotation;
1844 }
1845 } 2588 }
1846 2589
1847 SceneObjectPart[] parts = m_parts.GetArray(); 2590 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1900,11 +2643,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2643 /// Immediately send a full update for this scene object.
1901 /// </summary> 2644 /// </summary>
1902 public void SendGroupFullUpdate() 2645 public void SendGroupFullUpdate()
1903 { 2646 {
1904 if (IsDeleted) 2647 if (IsDeleted)
1905 return; 2648 return;
1906 2649
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2650// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2651
1909 RootPart.SendFullUpdateToAllClients(); 2652 RootPart.SendFullUpdateToAllClients();
1910 2653
@@ -2060,6 +2803,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2803 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2804 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2805
2806 if (m_rootPart.PhysActor != null)
2807 m_rootPart.PhysActor.Building = true;
2808 if (linkPart.PhysActor != null)
2809 linkPart.PhysActor.Building = true;
2810
2063 // physics flags from group to be applied to linked parts 2811 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2812 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2813 bool grptemporary = IsTemporary;
@@ -2085,12 +2833,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2833 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2834 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2835 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2836 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2837 linkPart.OffsetPosition = axPos;
2090 2838
2091 // Make the linking root SOP's rotation relative to the new root prim 2839 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2840 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2841 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2842 linkPart.RotationOffset = newRot;
2095 2843
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2844 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2872,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2872 linkPart.CreateSelected = true;
2125 2873
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2874 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2875 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2876
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2877 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2878 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2882,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2882 }
2135 2883
2136 linkPart.LinkNum = linkNum++; 2884 linkPart.LinkNum = linkNum++;
2885 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2886
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2887 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2888 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2901,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2901
2153 // Update the physics flags for the newly added SOP 2902 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2903 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2904 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2905
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2906 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2907 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2919,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2919 objectGroup.IsDeleted = true;
2171 2920
2172 objectGroup.m_parts.Clear(); 2921 objectGroup.m_parts.Clear();
2173 2922
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2923 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2924// objectGroup.m_rootPart = null;
2176 2925
@@ -2184,6 +2933,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2933 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2934 ResetChildPrimPhysicsPositions();
2186 2935
2936 if (m_rootPart.PhysActor != null)
2937 m_rootPart.PhysActor.Building = false;
2938
2187 //HasGroupChanged = true; 2939 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2940 //ScheduleGroupForFullUpdate();
2189 } 2941 }
@@ -2251,7 +3003,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 3003// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3004// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3005// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 3006
3007 if (m_rootPart.PhysActor != null)
3008 m_rootPart.PhysActor.Building = true;
3009
2255 linkPart.ClearUndoState(); 3010 linkPart.ClearUndoState();
2256 3011
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 3012 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3077,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3077
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3078 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3079 // (since delete works by deleting all rows which have a given object id)
3080
3081 // this is as it seems to be in sl now
3082 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3083 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3084
3085 if (m_rootPart.PhysActor != null)
3086 m_rootPart.PhysActor.Building = false;
3087
2325 objectGroup.HasGroupChangedDueToDelink = true; 3088 objectGroup.HasGroupChangedDueToDelink = true;
2326 3089
2327 return objectGroup; 3090 return objectGroup;
@@ -2333,6 +3096,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3096 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3097 public virtual void DetachFromBackup()
2335 { 3098 {
3099 if (m_scene != null)
3100 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3101 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3102 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3103
@@ -2353,7 +3118,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3118 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3119 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3120 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3121 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3122 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3123 part.OffsetPosition = Vector3.Zero;
2358 3124
2359 // Compution our rotation to be not relative to the old parent 3125 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3134,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3134 part.LinkNum = linkNum;
2369 3135
2370 // Compute the new position of this SOP relative to the group position 3136 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3137 part.OffsetPosition = newPos - AbsolutePosition;
2372 3138
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3139 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3140 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3144,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3144 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3145 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3146 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3147 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3148 part.OffsetPosition = pos;
2383 3149
2384 // Compute the SOP's rotation relative to the rotation of the group. 3150 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3151 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3152 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3153 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3154 part.RotationOffset = newRot;
2389 3155
2390 // Since this SOP's state has changed, push those changes into the physics engine 3156 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3157 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3158 // done on caller
3159// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3160 }
2394 3161
2395 /// <summary> 3162 /// <summary>
@@ -2411,10 +3178,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3178 {
2412 if (!m_rootPart.BlockGrab) 3179 if (!m_rootPart.BlockGrab)
2413 { 3180 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3181/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3182 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3183 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3184 */
3185 // empirically convert distance diference to a impulse
3186 Vector3 grabforce = pos - AbsolutePosition;
3187 grabforce = grabforce * (pa.Mass/ 10.0f);
3188 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3189 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3190 }
2420 } 3191 }
@@ -2610,6 +3381,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3381 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3382 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3383 {
3384 HasGroupChanged = true;
3385
2613 SceneObjectPart selectionPart = GetPart(localID); 3386 SceneObjectPart selectionPart = GetPart(localID);
2614 3387
2615 if (SetTemporary && Scene != null) 3388 if (SetTemporary && Scene != null)
@@ -2640,8 +3413,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3413 }
2641 } 3414 }
2642 3415
2643 for (int i = 0; i < parts.Length; i++) 3416 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3417 {
3418 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3419
3420 for (int i = 0; i < parts.Length; i++)
3421 {
3422
3423 if (parts[i].UUID != m_rootPart.UUID)
3424 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3425 }
3426
3427 if (m_rootPart.PhysActor != null)
3428 m_rootPart.PhysActor.Building = false;
3429 }
3430 else
3431 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3432 }
2646 } 3433 }
2647 3434
@@ -2654,6 +3441,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3441 }
2655 } 3442 }
2656 3443
3444
3445
3446 /// <summary>
3447 /// Gets the number of parts
3448 /// </summary>
3449 /// <returns></returns>
3450 public int GetPartCount()
3451 {
3452 return Parts.Count();
3453 }
3454
2657 /// <summary> 3455 /// <summary>
2658 /// Update the texture entry for this part 3456 /// Update the texture entry for this part
2659 /// </summary> 3457 /// </summary>
@@ -2670,11 +3468,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3468
2671 public void AdjustChildPrimPermissions() 3469 public void AdjustChildPrimPermissions()
2672 { 3470 {
3471 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3472 uint foldedPerms = RootPart.OwnerMask & 3;
3473
2673 ForEachPart(part => 3474 ForEachPart(part =>
2674 { 3475 {
3476 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3477 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3478 part.ClonePermissions(RootPart);
2677 }); 3479 });
3480
3481 uint lockMask = ~(uint)PermissionMask.Move;
3482 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3483 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3484 RootPart.ScheduleFullUpdate();
2678 } 3485 }
2679 3486
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3487 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3489,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3489 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3490 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3491
3492 bool god = Scene.Permissions.IsGod(AgentID);
3493
3494 if (field == 1 && god)
3495 {
3496 ForEachPart(part =>
3497 {
3498 part.BaseMask = RootPart.BaseMask;
3499 });
3500 }
3501
2685 AdjustChildPrimPermissions(); 3502 AdjustChildPrimPermissions();
2686 3503
3504 if (field == 1 && god) // Base mask was set. Update all child part inventories
3505 {
3506 foreach (SceneObjectPart part in Parts)
3507 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3508 }
3509
2687 HasGroupChanged = true; 3510 HasGroupChanged = true;
2688 3511
2689 // Send the group's properties to all clients once all parts are updated 3512 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3552,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3552
2730 PhysicsActor pa = m_rootPart.PhysActor; 3553 PhysicsActor pa = m_rootPart.PhysActor;
2731 3554
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3555 if (Scene != null)
2735 { 3556 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3557 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3579,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3579 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3580 if (obPart.UUID != m_rootPart.UUID)
2760 { 3581 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3582 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3583
2764 float f = 1.0f; 3584 float f = 1.0f;
@@ -2870,8 +3690,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3690 z *= a;
2871 } 3691 }
2872 } 3692 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3693 }
2876 } 3694 }
2877 } 3695 }
@@ -2881,9 +3699,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3699 prevScale.Y *= y;
2882 prevScale.Z *= z; 3700 prevScale.Z *= z;
2883 3701
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3702 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3703
2888 for (int i = 0; i < parts.Length; i++) 3704 for (int i = 0; i < parts.Length; i++)
2889 { 3705 {
@@ -2891,8 +3707,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3707
2892 if (obPart.UUID != m_rootPart.UUID) 3708 if (obPart.UUID != m_rootPart.UUID)
2893 { 3709 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3710 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3711 currentpos.X *= x;
2898 currentpos.Y *= y; 3712 currentpos.Y *= y;
@@ -2905,16 +3719,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3719
2906 obPart.Resize(newSize); 3720 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3721 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3722 }
2911 3723
2912// obPart.IgnoreUndoUpdate = false; 3724 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3725 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3726 ScheduleGroupForTerseUpdate();
2914 } 3727 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3728 }
2919 3729
2920 #endregion 3730 #endregion
@@ -2927,14 +3737,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3737 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3738 public void UpdateGroupPosition(Vector3 pos)
2929 { 3739 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3740 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3741 {
2940 if (IsAttachment) 3742 if (IsAttachment)
@@ -2967,21 +3769,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3769 /// </summary>
2968 /// <param name="pos"></param> 3770 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3771 /// <param name="localID"></param>
3772 ///
3773
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3774 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3775 {
2972 SceneObjectPart part = GetPart(localID); 3776 SceneObjectPart part = GetPart(localID);
2973 3777
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3778 if (part != null)
2979 { 3779 {
2980// m_log.DebugFormat( 3780// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3781 if (m_rootPart.PhysActor != null)
2982 3782 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3783
2986 if (part.UUID == m_rootPart.UUID) 3784 if (part.UUID == m_rootPart.UUID)
2987 { 3785 {
@@ -2992,8 +3790,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3790 part.UpdateOffSet(pos);
2993 } 3791 }
2994 3792
3793 if (m_rootPart.PhysActor != null)
3794 m_rootPart.PhysActor.Building = false;
3795
2995 HasGroupChanged = true; 3796 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3797 }
2998 } 3798 }
2999 3799
@@ -3003,13 +3803,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3803 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3804 public void UpdateRootPosition(Vector3 pos)
3005 { 3805 {
3006// m_log.DebugFormat( 3806 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3807 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3808 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3809 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3826,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3826 AbsolutePosition = newPos;
3033 3827
3034 HasGroupChanged = true; 3828 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3829 if (m_rootPart.Undoing)
3830 {
3831 ScheduleGroupForFullUpdate();
3832 }
3833 else
3834 {
3835 ScheduleGroupForTerseUpdate();
3836 }
3036 } 3837 }
3037 3838
3038 #endregion 3839 #endregion
@@ -3045,24 +3846,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3846 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3847 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3848 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3849 m_rootPart.UpdateRotation(rot);
3058 3850
3851/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3852 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3853 if (actor != null)
3061 { 3854 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3855 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3856 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3857 }
3065 3858*/
3066 HasGroupChanged = true; 3859 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3860 ScheduleGroupForTerseUpdate();
3068 } 3861 }
@@ -3074,16 +3867,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3867 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3868 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3869 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3870 m_rootPart.UpdateRotation(rot);
3088 3871
3089 PhysicsActor actor = m_rootPart.PhysActor; 3872 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3885,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3885
3103 HasGroupChanged = true; 3886 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3887 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3888 }
3108 3889
3109 /// <summary> 3890 /// <summary>
@@ -3116,13 +3897,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3897 SceneObjectPart part = GetPart(localID);
3117 3898
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3899 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3900
3122 if (part != null) 3901 if (part != null)
3123 { 3902 {
3124// m_log.DebugFormat( 3903 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3904 m_rootPart.PhysActor.Building = true;
3126 3905
3127 if (part.UUID == m_rootPart.UUID) 3906 if (part.UUID == m_rootPart.UUID)
3128 { 3907 {
@@ -3132,6 +3911,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3911 {
3133 part.UpdateRotation(rot); 3912 part.UpdateRotation(rot);
3134 } 3913 }
3914
3915 if (m_rootPart.PhysActor != null)
3916 m_rootPart.PhysActor.Building = false;
3135 } 3917 }
3136 } 3918 }
3137 3919
@@ -3145,12 +3927,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3927 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3928 if (part != null)
3147 { 3929 {
3148// m_log.DebugFormat( 3930 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3931 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3932
3155 if (part.UUID == m_rootPart.UUID) 3933 if (part.UUID == m_rootPart.UUID)
3156 { 3934 {
@@ -3163,7 +3941,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3941 part.OffsetPosition = pos;
3164 } 3942 }
3165 3943
3166 part.IgnoreUndoUpdate = false; 3944 if (m_rootPart.PhysActor != null)
3945 m_rootPart.PhysActor.Building = false;
3167 } 3946 }
3168 } 3947 }
3169 3948
@@ -3173,15 +3952,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3952 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3953 public void UpdateRootRotation(Quaternion rot)
3175 { 3954 {
3176// m_log.DebugFormat( 3955 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3956 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3957 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3958
3183 m_rootPart.StoreUndoState(); 3959 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3960 m_rootPart.RotationOffset = rot;
3185 3961
3186 PhysicsActor pa = m_rootPart.PhysActor; 3962 PhysicsActor pa = m_rootPart.PhysActor;
3187 3963
@@ -3197,35 +3973,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3973 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3974 if (prim.UUID != m_rootPart.UUID)
3199 { 3975 {
3200 prim.IgnoreUndoUpdate = true; 3976 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3977 NewRot = Quaternion.Inverse(axRot) * NewRot;
3978 prim.RotationOffset = NewRot;
3979
3201 Vector3 axPos = prim.OffsetPosition; 3980 Vector3 axPos = prim.OffsetPosition;
3981
3202 axPos *= oldParentRot; 3982 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3983 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3984 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3985 }
3206 Quaternion newRot = oldParentRot * primsRot; 3986 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3987
3224 m_rootPart.ScheduleTerseUpdate(); 3988 HasGroupChanged = true;
3989 ScheduleGroupForFullUpdate();
3990 }
3225 3991
3226// m_log.DebugFormat( 3992 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3993 {
3228// Name, LocalId, rot); 3994 none = 0,
3995 partterse = 1,
3996 partfull = 2,
3997 groupterse = 3,
3998 groupfull = 4
3999 }
4000
4001 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4002 {
4003 // TODO this still as excessive *.Schedule*Update()s
4004
4005 if (part != null && part.ParentGroup != null)
4006 {
4007 ObjectChangeType change = data.change;
4008 bool togroup = ((change & ObjectChangeType.Group) != 0);
4009 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4010
4011 SceneObjectGroup group = part.ParentGroup;
4012 PhysicsActor pha = group.RootPart.PhysActor;
4013
4014 updatetype updateType = updatetype.none;
4015
4016 if (togroup)
4017 {
4018 // related to group
4019 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4020 {
4021 if ((change & ObjectChangeType.Rotation) != 0)
4022 {
4023 group.RootPart.UpdateRotation(data.rotation);
4024 updateType = updatetype.none;
4025 }
4026 if ((change & ObjectChangeType.Position) != 0)
4027 {
4028 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4029 UpdateGroupPosition(data.position);
4030 updateType = updatetype.groupterse;
4031 }
4032 else
4033 // ugly rotation update of all parts
4034 {
4035 group.ResetChildPrimPhysicsPositions();
4036 }
4037
4038 }
4039 if ((change & ObjectChangeType.Scale) != 0)
4040 {
4041 if (pha != null)
4042 pha.Building = true;
4043
4044 group.GroupResize(data.scale);
4045 updateType = updatetype.none;
4046
4047 if (pha != null)
4048 pha.Building = false;
4049 }
4050 }
4051 else
4052 {
4053 // related to single prim in a link-set ( ie group)
4054 if (pha != null)
4055 pha.Building = true;
4056
4057 // root part is special
4058 // parts offset positions or rotations need to change also
4059
4060 if (part == group.RootPart)
4061 {
4062 if ((change & ObjectChangeType.Rotation) != 0)
4063 group.UpdateRootRotation(data.rotation);
4064 if ((change & ObjectChangeType.Position) != 0)
4065 group.UpdateRootPosition(data.position);
4066 if ((change & ObjectChangeType.Scale) != 0)
4067 part.Resize(data.scale);
4068 }
4069 else
4070 {
4071 if ((change & ObjectChangeType.Position) != 0)
4072 {
4073 part.OffsetPosition = data.position;
4074 updateType = updatetype.partterse;
4075 }
4076 if ((change & ObjectChangeType.Rotation) != 0)
4077 {
4078 part.UpdateRotation(data.rotation);
4079 updateType = updatetype.none;
4080 }
4081 if ((change & ObjectChangeType.Scale) != 0)
4082 {
4083 part.Resize(data.scale);
4084 updateType = updatetype.none;
4085 }
4086 }
4087
4088 if (pha != null)
4089 pha.Building = false;
4090 }
4091
4092 if (updateType != updatetype.none)
4093 {
4094 group.HasGroupChanged = true;
4095
4096 switch (updateType)
4097 {
4098 case updatetype.partterse:
4099 part.ScheduleTerseUpdate();
4100 break;
4101 case updatetype.partfull:
4102 part.ScheduleFullUpdate();
4103 break;
4104 case updatetype.groupterse:
4105 group.ScheduleGroupForTerseUpdate();
4106 break;
4107 case updatetype.groupfull:
4108 group.ScheduleGroupForFullUpdate();
4109 break;
4110 default:
4111 break;
4112 }
4113 }
4114 }
3229 } 4115 }
3230 4116
3231 #endregion 4117 #endregion
@@ -3266,6 +4152,8 @@ namespace OpenSim.Region.Framework.Scenes
3266 waypoint.handle = handle; 4152 waypoint.handle = handle;
3267 lock (m_rotTargets) 4153 lock (m_rotTargets)
3268 { 4154 {
4155 if (m_rotTargets.Count >= 8)
4156 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3269 m_rotTargets.Add(handle, waypoint); 4157 m_rotTargets.Add(handle, waypoint);
3270 } 4158 }
3271 m_scene.AddGroupTarget(this); 4159 m_scene.AddGroupTarget(this);
@@ -3291,6 +4179,8 @@ namespace OpenSim.Region.Framework.Scenes
3291 waypoint.handle = handle; 4179 waypoint.handle = handle;
3292 lock (m_targets) 4180 lock (m_targets)
3293 { 4181 {
4182 if (m_targets.Count >= 8)
4183 m_targets.Remove(m_targets.ElementAt(0).Key);
3294 m_targets.Add(handle, waypoint); 4184 m_targets.Add(handle, waypoint);
3295 } 4185 }
3296 m_scene.AddGroupTarget(this); 4186 m_scene.AddGroupTarget(this);
@@ -3324,10 +4214,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4214 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4215 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4216 {
4217 at_target = true;
4218
3327 // trigger at_target 4219 // trigger at_target
3328 if (m_scriptListens_atTarget) 4220 if (m_scriptListens_atTarget)
3329 { 4221 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4222 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4223 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4224 att.tolerance = target.tolerance;
@@ -3445,11 +4336,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4336 }
3446 } 4337 }
3447 } 4338 }
3448 4339
4340 public Vector3 GetGeometricCenter()
4341 {
4342 // this is not real geometric center but a average of positions relative to root prim acording to
4343 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4344 // ignoring tortured prims details since sl also seems to ignore
4345 // so no real use in doing it on physics
4346
4347 Vector3 gc = Vector3.Zero;
4348
4349 int nparts = m_parts.Count;
4350 if (nparts <= 1)
4351 return gc;
4352
4353 SceneObjectPart[] parts = m_parts.GetArray();
4354 nparts = parts.Length; // just in case it changed
4355 if (nparts <= 1)
4356 return gc;
4357
4358 Quaternion parentRot = RootPart.RotationOffset;
4359 Vector3 pPos;
4360
4361 // average all parts positions
4362 for (int i = 0; i < nparts; i++)
4363 {
4364 // do it directly
4365 // gc += parts[i].GetWorldPosition();
4366 if (parts[i] != RootPart)
4367 {
4368 pPos = parts[i].OffsetPosition;
4369 gc += pPos;
4370 }
4371
4372 }
4373 gc /= nparts;
4374
4375 // relative to root:
4376// gc -= AbsolutePosition;
4377 return gc;
4378 }
4379
3449 public float GetMass() 4380 public float GetMass()
3450 { 4381 {
3451 float retmass = 0f; 4382 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4383 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4384 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4385 retmass += parts[i].GetMass();
@@ -3457,6 +4387,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4387 return retmass;
3458 } 4388 }
3459 4389
4390 // center of mass of full object
4391 public Vector3 GetCenterOfMass()
4392 {
4393 PhysicsActor pa = RootPart.PhysActor;
4394
4395 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4396 {
4397 // physics knows better about center of mass of physical prims
4398 Vector3 tmp = pa.CenterOfMass;
4399 return tmp;
4400 }
4401
4402 Vector3 Ptot = Vector3.Zero;
4403 float totmass = 0f;
4404 float m;
4405
4406 SceneObjectPart[] parts = m_parts.GetArray();
4407 for (int i = 0; i < parts.Length; i++)
4408 {
4409 m = parts[i].GetMass();
4410 Ptot += parts[i].GetPartCenterOfMass() * m;
4411 totmass += m;
4412 }
4413
4414 if (totmass == 0)
4415 totmass = 0;
4416 else
4417 totmass = 1 / totmass;
4418 Ptot *= totmass;
4419
4420 return Ptot;
4421 }
4422
3460 /// <summary> 4423 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4424 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4425 /// the physics engine can use it.
@@ -3636,6 +4599,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4599 FromItemID = uuid;
3637 } 4600 }
3638 4601
4602 public void ResetOwnerChangeFlag()
4603 {
4604 ForEachPart(delegate(SceneObjectPart part)
4605 {
4606 part.ResetOwnerChangeFlag();
4607 });
4608 }
4609
3639 #endregion 4610 #endregion
3640 } 4611 }
3641} 4612}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a8b63fe..9265805 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Interfaces;
43using OpenSim.Region.Framework.Scenes.Scripting; 43using OpenSim.Region.Framework.Scenes.Scripting;
44using OpenSim.Region.Framework.Scenes.Serialization; 44using OpenSim.Region.Framework.Scenes.Serialization;
45using OpenSim.Region.Physics.Manager; 45using OpenSim.Region.Physics.Manager;
46using PermissionMask = OpenSim.Framework.PermissionMask;
46 47
47namespace OpenSim.Region.Framework.Scenes 48namespace OpenSim.Region.Framework.Scenes
48{ 49{
@@ -63,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
63 TELEPORT = 512, 64 TELEPORT = 512,
64 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
65 MEDIA = 2048, 66 MEDIA = 2048,
66 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
67 } 69 }
68 70
69 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -122,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
122 /// Denote all sides of the prim 124 /// Denote all sides of the prim
123 /// </value> 125 /// </value>
124 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
125 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
126 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
127 140
128 /// <summary> 141 /// <summary>
@@ -159,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
159 /// </remarks> 172 /// </remarks>
160 public bool IsRoot 173 public bool IsRoot
161 { 174 {
162 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
163 } 176 }
164 177
165 /// <summary> 178 /// <summary>
@@ -218,12 +231,25 @@ namespace OpenSim.Region.Framework.Scenes
218 231
219 public double SoundRadius; 232 public double SoundRadius;
220 233
234
221 public uint TimeStampFull; 235 public uint TimeStampFull;
222 236
223 public uint TimeStampLastActivity; // Will be used for AutoReturn 237 public uint TimeStampLastActivity; // Will be used for AutoReturn
224 238
225 public uint TimeStampTerse; 239 public uint TimeStampTerse;
226 240
241 // The following two are to hold the attachment data
242 // while an object is inworld
243 [XmlIgnore]
244 public byte AttachPoint = 0;
245
246 [XmlIgnore]
247 public Vector3 AttachOffset = Vector3.Zero;
248
249 [XmlIgnore]
250 public Quaternion AttachRotation = Quaternion.Identity;
251
252 [XmlIgnore]
227 public int STATUS_ROTATE_X; 253 public int STATUS_ROTATE_X;
228 254
229 public int STATUS_ROTATE_Y; 255 public int STATUS_ROTATE_Y;
@@ -250,8 +276,7 @@ namespace OpenSim.Region.Framework.Scenes
250 276
251 public Vector3 RotationAxis = Vector3.One; 277 public Vector3 RotationAxis = Vector3.One;
252 278
253 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 279 public bool VolumeDetectActive;
254 // Certainly this must be a persistant setting finally
255 280
256 public bool IsWaitingForFirstSpinUpdatePacket; 281 public bool IsWaitingForFirstSpinUpdatePacket;
257 282
@@ -291,10 +316,10 @@ namespace OpenSim.Region.Framework.Scenes
291 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 316 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
292 private Vector3 m_sitTargetPosition; 317 private Vector3 m_sitTargetPosition;
293 private string m_sitAnimation = "SIT"; 318 private string m_sitAnimation = "SIT";
319 private bool m_occupied; // KF if any av is sitting on this prim
294 private string m_text = String.Empty; 320 private string m_text = String.Empty;
295 private string m_touchName = String.Empty; 321 private string m_touchName = String.Empty;
296 private readonly List<UndoState> m_undo = new List<UndoState>(5); 322 private UndoRedoState m_UndoRedo = null;
297 private readonly List<UndoState> m_redo = new List<UndoState>(5);
298 323
299 private bool m_passTouches = false; 324 private bool m_passTouches = false;
300 private bool m_passCollisions = false; 325 private bool m_passCollisions = false;
@@ -322,14 +347,20 @@ namespace OpenSim.Region.Framework.Scenes
322 protected Vector3 m_lastVelocity; 347 protected Vector3 m_lastVelocity;
323 protected Vector3 m_lastAcceleration; 348 protected Vector3 m_lastAcceleration;
324 protected Vector3 m_lastAngularVelocity; 349 protected Vector3 m_lastAngularVelocity;
325 protected int m_lastTerseSent; 350 protected int m_lastUpdateSentTime;
351 protected float m_buoyancy = 0.0f;
352 protected Vector3 m_force;
353 protected Vector3 m_torque;
326 354
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 355 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3 356 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f; 357 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood 358 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood 359 protected float m_bounce = 0.5f; // wood
332 360
361
362 protected bool m_isSelected = false;
363
333 /// <summary> 364 /// <summary>
334 /// Stores media texture data 365 /// Stores media texture data
335 /// </summary> 366 /// </summary>
@@ -341,10 +372,25 @@ namespace OpenSim.Region.Framework.Scenes
341 private Vector3 m_cameraAtOffset; 372 private Vector3 m_cameraAtOffset;
342 private bool m_forceMouselook; 373 private bool m_forceMouselook;
343 374
344 // TODO: Collision sound should have default. 375
376 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
377 private sbyte m_collisionSoundType;
345 private UUID m_collisionSound; 378 private UUID m_collisionSound;
346 private float m_collisionSoundVolume; 379 private float m_collisionSoundVolume;
347 380
381 private int LastColSoundSentTime;
382
383
384 private SOPVehicle m_vehicleParams = null;
385
386 private KeyframeMotion m_keyframeMotion = null;
387
388 public KeyframeMotion KeyframeMotion
389 {
390 get; set;
391 }
392
393
348 #endregion Fields 394 #endregion Fields
349 395
350// ~SceneObjectPart() 396// ~SceneObjectPart()
@@ -374,6 +420,7 @@ namespace OpenSim.Region.Framework.Scenes
374 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 420 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
375 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 421 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
376 m_inventory = new SceneObjectPartInventory(this); 422 m_inventory = new SceneObjectPartInventory(this);
423 LastColSoundSentTime = Util.EnvironmentTickCount();
377 } 424 }
378 425
379 /// <summary> 426 /// <summary>
@@ -388,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
388 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 435 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
389 Quaternion rotationOffset, Vector3 offsetPosition) : this() 436 Quaternion rotationOffset, Vector3 offsetPosition) : this()
390 { 437 {
391 m_name = "Primitive"; 438 m_name = "Object";
392 439
393 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 440 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
394 LastOwnerID = CreatorID = OwnerID = ownerID; 441 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -427,7 +474,7 @@ namespace OpenSim.Region.Framework.Scenes
427 private uint _ownerMask = (uint)PermissionMask.All; 474 private uint _ownerMask = (uint)PermissionMask.All;
428 private uint _groupMask = (uint)PermissionMask.None; 475 private uint _groupMask = (uint)PermissionMask.None;
429 private uint _everyoneMask = (uint)PermissionMask.None; 476 private uint _everyoneMask = (uint)PermissionMask.None;
430 private uint _nextOwnerMask = (uint)PermissionMask.All; 477 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
431 private PrimFlags _flags = PrimFlags.None; 478 private PrimFlags _flags = PrimFlags.None;
432 private DateTime m_expires; 479 private DateTime m_expires;
433 private DateTime m_rezzed; 480 private DateTime m_rezzed;
@@ -521,12 +568,16 @@ namespace OpenSim.Region.Framework.Scenes
521 } 568 }
522 569
523 /// <value> 570 /// <value>
524 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 571 /// Get the inventory list
525 /// </value> 572 /// </value>
526 public TaskInventoryDictionary TaskInventory 573 public TaskInventoryDictionary TaskInventory
527 { 574 {
528 get { return m_inventory.Items; } 575 get {
529 set { m_inventory.Items = value; } 576 return m_inventory.Items;
577 }
578 set {
579 m_inventory.Items = value;
580 }
530 } 581 }
531 582
532 /// <summary> 583 /// <summary>
@@ -576,20 +627,6 @@ namespace OpenSim.Region.Framework.Scenes
576 } 627 }
577 } 628 }
578 629
579 public byte Material
580 {
581 get { return (byte) m_material; }
582 set
583 {
584 m_material = (Material)value;
585
586 PhysicsActor pa = PhysActor;
587
588 if (pa != null)
589 pa.SetMaterial((int)value);
590 }
591 }
592
593 [XmlIgnore] 630 [XmlIgnore]
594 public bool PassTouches 631 public bool PassTouches
595 { 632 {
@@ -615,6 +652,18 @@ namespace OpenSim.Region.Framework.Scenes
615 } 652 }
616 } 653 }
617 654
655 public bool IsSelected
656 {
657 get { return m_isSelected; }
658 set
659 {
660 m_isSelected = value;
661 if (ParentGroup != null)
662 ParentGroup.PartSelectChanged(value);
663 }
664 }
665
666
618 public Dictionary<int, string> CollisionFilter 667 public Dictionary<int, string> CollisionFilter
619 { 668 {
620 get { return m_CollisionFilter; } 669 get { return m_CollisionFilter; }
@@ -683,14 +732,12 @@ namespace OpenSim.Region.Framework.Scenes
683 set { m_LoopSoundSlavePrims = value; } 732 set { m_LoopSoundSlavePrims = value; }
684 } 733 }
685 734
686
687 public Byte[] TextureAnimation 735 public Byte[] TextureAnimation
688 { 736 {
689 get { return m_TextureAnimation; } 737 get { return m_TextureAnimation; }
690 set { m_TextureAnimation = value; } 738 set { m_TextureAnimation = value; }
691 } 739 }
692 740
693
694 public Byte[] ParticleSystem 741 public Byte[] ParticleSystem
695 { 742 {
696 get { return m_particleSystem; } 743 get { return m_particleSystem; }
@@ -727,9 +774,12 @@ namespace OpenSim.Region.Framework.Scenes
727 { 774 {
728 // If this is a linkset, we don't want the physics engine mucking up our group position here. 775 // If this is a linkset, we don't want the physics engine mucking up our group position here.
729 PhysicsActor actor = PhysActor; 776 PhysicsActor actor = PhysActor;
730 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 777 if (ParentID == 0)
731 if (actor != null && ParentID == 0) 778 {
732 m_groupPosition = actor.Position; 779 if (actor != null)
780 m_groupPosition = actor.Position;
781 return m_groupPosition;
782 }
733 783
734 // If I'm an attachment, my position is reported as the position of who I'm attached to 784 // If I'm an attachment, my position is reported as the position of who I'm attached to
735 if (ParentGroup.IsAttachment) 785 if (ParentGroup.IsAttachment)
@@ -739,14 +789,16 @@ namespace OpenSim.Region.Framework.Scenes
739 return sp.AbsolutePosition; 789 return sp.AbsolutePosition;
740 } 790 }
741 791
792 // use root prim's group position. Physics may have updated it
793 if (ParentGroup.RootPart != this)
794 m_groupPosition = ParentGroup.RootPart.GroupPosition;
742 return m_groupPosition; 795 return m_groupPosition;
743 } 796 }
744 set 797 set
745 { 798 {
746 m_groupPosition = value; 799 m_groupPosition = value;
747
748 PhysicsActor actor = PhysActor; 800 PhysicsActor actor = PhysActor;
749 if (actor != null) 801 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
750 { 802 {
751 try 803 try
752 { 804 {
@@ -770,16 +822,6 @@ namespace OpenSim.Region.Framework.Scenes
770 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 822 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
771 } 823 }
772 } 824 }
773
774 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
775 if (SitTargetAvatar != UUID.Zero)
776 {
777 ScenePresence avatar;
778 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
779 {
780 avatar.ParentPosition = GetWorldPosition();
781 }
782 }
783 } 825 }
784 } 826 }
785 827
@@ -788,7 +830,7 @@ namespace OpenSim.Region.Framework.Scenes
788 get { return m_offsetPosition; } 830 get { return m_offsetPosition; }
789 set 831 set
790 { 832 {
791// StoreUndoState(); 833 Vector3 oldpos = m_offsetPosition;
792 m_offsetPosition = value; 834 m_offsetPosition = value;
793 835
794 if (ParentGroup != null && !ParentGroup.IsDeleted) 836 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -800,10 +842,25 @@ namespace OpenSim.Region.Framework.Scenes
800 actor.Orientation = GetWorldRotation(); 842 actor.Orientation = GetWorldRotation();
801 843
802 // Tell the physics engines that this prim changed. 844 // Tell the physics engines that this prim changed.
803 if (ParentGroup.Scene != null) 845 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
804 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 846 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
805 } 847 }
848
849 if (!m_parentGroup.m_dupeInProgress)
850 {
851 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
852 foreach (ScenePresence av in avs)
853 {
854 if (av.ParentID == m_localId)
855 {
856 Vector3 offset = (m_offsetPosition - oldpos);
857 av.AbsolutePosition += offset;
858 av.SendAvatarDataToAllAgents();
859 }
860 }
861 }
806 } 862 }
863 TriggerScriptChangedEvent(Changed.POSITION);
807 } 864 }
808 } 865 }
809 866
@@ -854,7 +911,7 @@ namespace OpenSim.Region.Framework.Scenes
854 911
855 set 912 set
856 { 913 {
857 StoreUndoState(); 914// StoreUndoState();
858 m_rotationOffset = value; 915 m_rotationOffset = value;
859 916
860 PhysicsActor actor = PhysActor; 917 PhysicsActor actor = PhysActor;
@@ -942,19 +999,36 @@ namespace OpenSim.Region.Framework.Scenes
942 get 999 get
943 { 1000 {
944 PhysicsActor actor = PhysActor; 1001 PhysicsActor actor = PhysActor;
945 if ((actor != null) && actor.IsPhysical) 1002 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
946 { 1003 {
947 m_angularVelocity = actor.RotationalVelocity; 1004 m_angularVelocity = actor.RotationalVelocity;
948 } 1005 }
949 return m_angularVelocity; 1006 return m_angularVelocity;
950 } 1007 }
951 set { m_angularVelocity = value; } 1008 set
1009 {
1010 m_angularVelocity = value;
1011 PhysicsActor actor = PhysActor;
1012 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1013 {
1014 actor.RotationalVelocity = m_angularVelocity;
1015 }
1016 }
952 } 1017 }
953 1018
954 /// <summary></summary> 1019 /// <summary></summary>
955 public Vector3 Acceleration 1020 public Vector3 Acceleration
956 { 1021 {
957 get { return m_acceleration; } 1022 get
1023 {
1024 PhysicsActor actor = PhysActor;
1025 if (actor != null)
1026 {
1027 m_acceleration = actor.Acceleration;
1028 }
1029 return m_acceleration;
1030 }
1031
958 set { m_acceleration = value; } 1032 set { m_acceleration = value; }
959 } 1033 }
960 1034
@@ -1022,7 +1096,10 @@ namespace OpenSim.Region.Framework.Scenes
1022 public PrimitiveBaseShape Shape 1096 public PrimitiveBaseShape Shape
1023 { 1097 {
1024 get { return m_shape; } 1098 get { return m_shape; }
1025 set { m_shape = value;} 1099 set
1100 {
1101 m_shape = value;
1102 }
1026 } 1103 }
1027 1104
1028 /// <summary> 1105 /// <summary>
@@ -1035,7 +1112,6 @@ namespace OpenSim.Region.Framework.Scenes
1035 { 1112 {
1036 if (m_shape != null) 1113 if (m_shape != null)
1037 { 1114 {
1038 StoreUndoState();
1039 1115
1040 m_shape.Scale = value; 1116 m_shape.Scale = value;
1041 1117
@@ -1103,10 +1179,7 @@ namespace OpenSim.Region.Framework.Scenes
1103 { 1179 {
1104 get 1180 get
1105 { 1181 {
1106 if (ParentGroup.IsAttachment) 1182 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1107 return GroupPosition;
1108
1109 return m_offsetPosition + m_groupPosition;
1110 } 1183 }
1111 } 1184 }
1112 1185
@@ -1284,6 +1357,13 @@ namespace OpenSim.Region.Framework.Scenes
1284 _flags = value; 1357 _flags = value;
1285 } 1358 }
1286 } 1359 }
1360
1361 [XmlIgnore]
1362 public bool IsOccupied // KF If an av is sittingon this prim
1363 {
1364 get { return m_occupied; }
1365 set { m_occupied = value; }
1366 }
1287 1367
1288 /// <summary> 1368 /// <summary>
1289 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1369 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1334,12 +1414,41 @@ namespace OpenSim.Region.Framework.Scenes
1334 set { m_sitAnimation = value; } 1414 set { m_sitAnimation = value; }
1335 } 1415 }
1336 1416
1417 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1418
1419 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1420 // runtime thing.. do not persist
1421 [XmlIgnore]
1422 public sbyte CollisionSoundType
1423 {
1424 get
1425 {
1426 return m_collisionSoundType;
1427 }
1428 set
1429 {
1430 m_collisionSoundType = value;
1431 if (value == -1)
1432 m_collisionSound = invalidCollisionSoundUUID;
1433 else if (value == 0)
1434 m_collisionSound = UUID.Zero;
1435 }
1436 }
1437
1337 public UUID CollisionSound 1438 public UUID CollisionSound
1338 { 1439 {
1339 get { return m_collisionSound; } 1440 get { return m_collisionSound; }
1340 set 1441 set
1341 { 1442 {
1342 m_collisionSound = value; 1443 m_collisionSound = value;
1444
1445 if (value == invalidCollisionSoundUUID)
1446 m_collisionSoundType = -1;
1447 else if (value == UUID.Zero)
1448 m_collisionSoundType = 0;
1449 else
1450 m_collisionSoundType = 1;
1451
1343 aggregateScriptEvents(); 1452 aggregateScriptEvents();
1344 } 1453 }
1345 } 1454 }
@@ -1350,6 +1459,125 @@ namespace OpenSim.Region.Framework.Scenes
1350 set { m_collisionSoundVolume = value; } 1459 set { m_collisionSoundVolume = value; }
1351 } 1460 }
1352 1461
1462 public float Buoyancy
1463 {
1464 get
1465 {
1466 if (ParentGroup.RootPart == this)
1467 return m_buoyancy;
1468
1469 return ParentGroup.RootPart.Buoyancy;
1470 }
1471 set
1472 {
1473 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1474 {
1475 ParentGroup.RootPart.Buoyancy = value;
1476 return;
1477 }
1478 m_buoyancy = value;
1479 if (PhysActor != null)
1480 PhysActor.Buoyancy = value;
1481 }
1482 }
1483
1484 public Vector3 Force
1485 {
1486 get
1487 {
1488 if (ParentGroup.RootPart == this)
1489 return m_force;
1490
1491 return ParentGroup.RootPart.Force;
1492 }
1493
1494 set
1495 {
1496 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1497 {
1498 ParentGroup.RootPart.Force = value;
1499 return;
1500 }
1501 m_force = value;
1502 if (PhysActor != null)
1503 PhysActor.Force = value;
1504 }
1505 }
1506
1507 public Vector3 Torque
1508 {
1509 get
1510 {
1511 if (ParentGroup.RootPart == this)
1512 return m_torque;
1513
1514 return ParentGroup.RootPart.Torque;
1515 }
1516
1517 set
1518 {
1519 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1520 {
1521 ParentGroup.RootPart.Torque = value;
1522 return;
1523 }
1524 m_torque = value;
1525 if (PhysActor != null)
1526 PhysActor.Torque = value;
1527 }
1528 }
1529
1530 public byte Material
1531 {
1532 get { return (byte)m_material; }
1533 set
1534 {
1535 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1536 {
1537 bool update = false;
1538
1539 if (m_material != (Material)value)
1540 {
1541 update = true;
1542 m_material = (Material)value;
1543 }
1544
1545 if (m_friction != SOPMaterialData.friction(m_material))
1546 {
1547 update = true;
1548 m_friction = SOPMaterialData.friction(m_material);
1549 }
1550
1551 if (m_bounce != SOPMaterialData.bounce(m_material))
1552 {
1553 update = true;
1554 m_bounce = SOPMaterialData.bounce(m_material);
1555 }
1556
1557 if (update)
1558 {
1559 if (PhysActor != null)
1560 {
1561 PhysActor.SetMaterial((int)value);
1562 }
1563 if(ParentGroup != null)
1564 ParentGroup.HasGroupChanged = true;
1565 ScheduleFullUpdateIfNone();
1566 UpdatePhysRequired = true;
1567 }
1568 }
1569 }
1570 }
1571
1572 // not a propriety to move to methods place later
1573 private bool HasMesh()
1574 {
1575 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1576 return true;
1577 return false;
1578 }
1579
1580 // not a propriety to move to methods place later
1353 public byte DefaultPhysicsShapeType() 1581 public byte DefaultPhysicsShapeType()
1354 { 1582 {
1355 byte type; 1583 byte type;
@@ -1362,6 +1590,65 @@ namespace OpenSim.Region.Framework.Scenes
1362 return type; 1590 return type;
1363 } 1591 }
1364 1592
1593 [XmlIgnore]
1594 public bool UsesComplexCost
1595 {
1596 get
1597 {
1598 byte pst = PhysicsShapeType;
1599 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1600 return true;
1601 return false;
1602 }
1603 }
1604
1605 [XmlIgnore]
1606 public float PhysicsCost
1607 {
1608 get
1609 {
1610 if(PhysicsShapeType == (byte)PhysShapeType.none)
1611 return 0;
1612
1613 float cost = 0.1f;
1614 if (PhysActor != null)
1615 cost = PhysActor.PhysicsCost;
1616 else
1617 cost = 0.1f;
1618
1619 if ((Flags & PrimFlags.Physics) != 0)
1620 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1621 return cost;
1622 }
1623 }
1624
1625 [XmlIgnore]
1626 public float StreamingCost
1627 {
1628 get
1629 {
1630 float cost;
1631 if (PhysActor != null)
1632 cost = PhysActor.StreamCost;
1633 else
1634 cost = 1.0f;
1635 return 1.0f;
1636 }
1637 }
1638
1639 [XmlIgnore]
1640 public float SimulationCost
1641 {
1642 get
1643 {
1644 // ignoring scripts. Don't like considering them for this
1645 if((Flags & PrimFlags.Physics) != 0)
1646 return 1.0f;
1647
1648 return 0.5f;
1649 }
1650 }
1651
1365 public byte PhysicsShapeType 1652 public byte PhysicsShapeType
1366 { 1653 {
1367 get { return m_physicsShapeType; } 1654 get { return m_physicsShapeType; }
@@ -1395,11 +1682,14 @@ namespace OpenSim.Region.Framework.Scenes
1395 } 1682 }
1396 else if (PhysActor == null) 1683 else if (PhysActor == null)
1397 { 1684 {
1398 ApplyPhysics((uint)Flags, VolumeDetectActive); 1685 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1686 UpdatePhysicsSubscribedEvents();
1399 } 1687 }
1400 else 1688 else
1401 { 1689 {
1402 PhysActor.PhysicsShapeType = m_physicsShapeType; 1690 PhysActor.PhysicsShapeType = m_physicsShapeType;
1691// if (Shape.SculptEntry)
1692// CheckSculptAndLoad();
1403 } 1693 }
1404 1694
1405 if (ParentGroup != null) 1695 if (ParentGroup != null)
@@ -1501,6 +1791,7 @@ namespace OpenSim.Region.Framework.Scenes
1501 } 1791 }
1502 } 1792 }
1503 1793
1794
1504 #endregion Public Properties with only Get 1795 #endregion Public Properties with only Get
1505 1796
1506 private uint ApplyMask(uint val, bool set, uint mask) 1797 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1646,6 +1937,61 @@ namespace OpenSim.Region.Framework.Scenes
1646 } 1937 }
1647 } 1938 }
1648 1939
1940 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1941 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1942 {
1943 if (ParentGroup == null || ParentGroup.IsDeleted)
1944 return;
1945
1946 if (ParentGroup.IsAttachment)
1947 return; // don't work on attachments (for now ??)
1948
1949 SceneObjectPart root = ParentGroup.RootPart;
1950
1951 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1952 return;
1953
1954 PhysicsActor pa = root.PhysActor;
1955
1956 if (pa == null || !pa.IsPhysical)
1957 return;
1958
1959 if (localGlobalTF)
1960 {
1961 pVel = pVel * GetWorldRotation();
1962 }
1963
1964 ParentGroup.Velocity = pVel;
1965 }
1966
1967 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1968 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1969 {
1970 if (ParentGroup == null || ParentGroup.IsDeleted)
1971 return;
1972
1973 if (ParentGroup.IsAttachment)
1974 return; // don't work on attachments (for now ??)
1975
1976 SceneObjectPart root = ParentGroup.RootPart;
1977
1978 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1979 return;
1980
1981 PhysicsActor pa = root.PhysActor;
1982
1983 if (pa == null || !pa.IsPhysical)
1984 return;
1985
1986 if (localGlobalTF)
1987 {
1988 pAngVel = pAngVel * GetWorldRotation();
1989 }
1990
1991 root.AngularVelocity = pAngVel;
1992 }
1993
1994
1649 /// <summary> 1995 /// <summary>
1650 /// hook to the physics scene to apply angular impulse 1996 /// hook to the physics scene to apply angular impulse
1651 /// This is sent up to the group, which then finds the root prim 1997 /// This is sent up to the group, which then finds the root prim
@@ -1666,7 +2012,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 impulse = newimpulse; 2012 impulse = newimpulse;
1667 } 2013 }
1668 2014
1669 ParentGroup.applyAngularImpulse(impulse); 2015 ParentGroup.ApplyAngularImpulse(impulse);
1670 } 2016 }
1671 2017
1672 /// <summary> 2018 /// <summary>
@@ -1676,20 +2022,24 @@ namespace OpenSim.Region.Framework.Scenes
1676 /// </summary> 2022 /// </summary>
1677 /// <param name="impulsei">Vector force</param> 2023 /// <param name="impulsei">Vector force</param>
1678 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2024 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1679 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2025
2026 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2027 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1680 { 2028 {
1681 Vector3 impulse = impulsei; 2029 Vector3 torque = torquei;
1682 2030
1683 if (localGlobalTF) 2031 if (localGlobalTF)
1684 { 2032 {
2033/*
1685 Quaternion grot = GetWorldRotation(); 2034 Quaternion grot = GetWorldRotation();
1686 Quaternion AXgrot = grot; 2035 Quaternion AXgrot = grot;
1687 Vector3 AXimpulsei = impulsei; 2036 Vector3 AXimpulsei = impulsei;
1688 Vector3 newimpulse = AXimpulsei * AXgrot; 2037 Vector3 newimpulse = AXimpulsei * AXgrot;
1689 impulse = newimpulse; 2038 */
2039 torque *= GetWorldRotation();
1690 } 2040 }
1691 2041
1692 ParentGroup.setAngularImpulse(impulse); 2042 Torque = torque;
1693 } 2043 }
1694 2044
1695 /// <summary> 2045 /// <summary>
@@ -1697,7 +2047,9 @@ namespace OpenSim.Region.Framework.Scenes
1697 /// </summary> 2047 /// </summary>
1698 /// <param name="rootObjectFlags"></param> 2048 /// <param name="rootObjectFlags"></param>
1699 /// <param name="VolumeDetectActive"></param> 2049 /// <param name="VolumeDetectActive"></param>
1700 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2050 /// <param name="building"></param>
2051
2052 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1701 { 2053 {
1702 VolumeDetectActive = _VolumeDetectActive; 2054 VolumeDetectActive = _VolumeDetectActive;
1703 2055
@@ -1707,8 +2059,8 @@ namespace OpenSim.Region.Framework.Scenes
1707 if (PhysicsShapeType == (byte)PhysShapeType.none) 2059 if (PhysicsShapeType == (byte)PhysShapeType.none)
1708 return; 2060 return;
1709 2061
1710 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2062 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1711 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2063 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1712 2064
1713 if (_VolumeDetectActive) 2065 if (_VolumeDetectActive)
1714 isPhantom = true; 2066 isPhantom = true;
@@ -1722,7 +2074,8 @@ namespace OpenSim.Region.Framework.Scenes
1722 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2074 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1723 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2075 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1724 { 2076 {
1725 AddToPhysics(isPhysical, isPhantom, isPhysical); 2077 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2078 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1726 } 2079 }
1727 else 2080 else
1728 PhysActor = null; // just to be sure 2081 PhysActor = null; // just to be sure
@@ -1777,6 +2130,12 @@ namespace OpenSim.Region.Framework.Scenes
1777 dupe.Category = Category; 2130 dupe.Category = Category;
1778 dupe.m_rezzed = m_rezzed; 2131 dupe.m_rezzed = m_rezzed;
1779 2132
2133 dupe.m_UndoRedo = null;
2134 dupe.m_isSelected = false;
2135
2136 dupe.IgnoreUndoUpdate = false;
2137 dupe.Undoing = false;
2138
1780 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2139 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1781 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2140 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1782 2141
@@ -1792,6 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes
1792 2151
1793 // Move afterwards ResetIDs as it clears the localID 2152 // Move afterwards ResetIDs as it clears the localID
1794 dupe.LocalId = localID; 2153 dupe.LocalId = localID;
2154
1795 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2155 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1796 dupe.LastOwnerID = OwnerID; 2156 dupe.LastOwnerID = OwnerID;
1797 2157
@@ -1799,6 +2159,9 @@ namespace OpenSim.Region.Framework.Scenes
1799 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2159 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1800 dupe.Shape.ExtraParams = extraP; 2160 dupe.Shape.ExtraParams = extraP;
1801 2161
2162 // safeguard actual copy is done in sog.copy
2163 dupe.KeyframeMotion = null;
2164
1802 dupe.DynAttrs.CopyFrom(DynAttrs); 2165 dupe.DynAttrs.CopyFrom(DynAttrs);
1803 2166
1804 if (userExposed) 2167 if (userExposed)
@@ -1812,8 +2175,12 @@ namespace OpenSim.Region.Framework.Scenes
1812*/ 2175*/
1813 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2176 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1814 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2177 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2178// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1815 } 2179 }
1816 2180
2181 if (dupe.PhysActor != null)
2182 dupe.PhysActor.LocalID = localID;
2183
1817 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2184 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1818 2185
1819// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2186// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1832,10 +2199,10 @@ namespace OpenSim.Region.Framework.Scenes
1832 { 2199 {
1833 if (asset != null) 2200 if (asset != null)
1834 SculptTextureCallback(asset); 2201 SculptTextureCallback(asset);
1835 else 2202// else
1836 m_log.WarnFormat( 2203// m_log.WarnFormat(
1837 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2204// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1838 Name, UUID, id); 2205// Name, UUID, id);
1839 } 2206 }
1840*/ 2207*/
1841 /// <summary> 2208 /// <summary>
@@ -1934,6 +2301,7 @@ namespace OpenSim.Region.Framework.Scenes
1934 2301
1935 /// <summary> 2302 /// <summary>
1936 /// Do a physics propery update for this part. 2303 /// Do a physics propery update for this part.
2304 /// now also updates phantom and volume detector
1937 /// </summary> 2305 /// </summary>
1938 /// <param name="UsePhysics"></param> 2306 /// <param name="UsePhysics"></param>
1939 /// <param name="isNew"></param> 2307 /// <param name="isNew"></param>
@@ -1959,61 +2327,69 @@ namespace OpenSim.Region.Framework.Scenes
1959 { 2327 {
1960 if (pa.IsPhysical) // implies UsePhysics==false for this block 2328 if (pa.IsPhysical) // implies UsePhysics==false for this block
1961 { 2329 {
1962 if (!isNew) 2330 if (!isNew) // implies UsePhysics==false for this block
2331 {
1963 ParentGroup.Scene.RemovePhysicalPrim(1); 2332 ParentGroup.Scene.RemovePhysicalPrim(1);
1964 2333
1965 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2334 Velocity = new Vector3(0, 0, 0);
1966 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2335 Acceleration = new Vector3(0, 0, 0);
1967 pa.delink(); 2336 if (ParentGroup.RootPart == this)
2337 AngularVelocity = new Vector3(0, 0, 0);
1968 2338
1969 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2339 if (pa.Phantom && !VolumeDetectActive)
1970 { 2340 {
1971 // destroy all joints connected to this now deactivated body 2341 RemoveFromPhysics();
1972 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2342 return;
1973 } 2343 }
1974 2344
1975 // stop client-side interpolation of all joint proxy objects that have just been deleted 2345 pa.IsPhysical = UsePhysics;
1976 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2346 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1977 // which stops client-side interpolation of deactivated joint proxy objects. 2347 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2348 pa.delink();
2349 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2350 {
2351 // destroy all joints connected to this now deactivated body
2352 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2353 }
2354 }
1978 } 2355 }
1979 2356
1980 if (!UsePhysics && !isNew) 2357 if (pa.IsPhysical != UsePhysics)
1981 { 2358 pa.IsPhysical = UsePhysics;
1982 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1983 // prim still has velocity and continues to interpolate its position along the old
1984 // velocity-vector.
1985 Velocity = new Vector3(0, 0, 0);
1986 Acceleration = new Vector3(0, 0, 0);
1987 AngularVelocity = new Vector3(0, 0, 0);
1988 //RotationalVelocity = new Vector3(0, 0, 0);
1989 }
1990 2359
1991 pa.IsPhysical = UsePhysics; 2360 if (UsePhysics)
2361 {
2362 if (ParentGroup.RootPart.KeyframeMotion != null)
2363 ParentGroup.RootPart.KeyframeMotion.Stop();
2364 ParentGroup.RootPart.KeyframeMotion = null;
2365 ParentGroup.Scene.AddPhysicalPrim(1);
1992 2366
1993 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2367 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1994 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2368 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1995 /// that's not wholesome. Had to make Scene public
1996 //PhysActor = null;
1997 2369
1998 if ((Flags & PrimFlags.Phantom) == 0) 2370 if (ParentID != 0 && ParentID != LocalId)
1999 {
2000 if (UsePhysics)
2001 { 2371 {
2002 ParentGroup.Scene.AddPhysicalPrim(1); 2372 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2003 2373
2004 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2374 if (parentPa != null)
2005 pa.OnOutOfBounds += PhysicsOutOfBounds;
2006 if (ParentID != 0 && ParentID != LocalId)
2007 { 2375 {
2008 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2376 pa.link(parentPa);
2009
2010 if (parentPa != null)
2011 {
2012 pa.link(parentPa);
2013 }
2014 } 2377 }
2015 } 2378 }
2016 } 2379 }
2380 }
2381
2382 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2383 if (pa.Phantom != phan)
2384 pa.Phantom = phan;
2385
2386// some engines dont' have this check still
2387// if (VolumeDetectActive != pa.IsVolumeDtc)
2388 {
2389 if (VolumeDetectActive)
2390 pa.SetVolumeDetect(1);
2391 else
2392 pa.SetVolumeDetect(0);
2017 } 2393 }
2018 2394
2019 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2395 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2132,42 +2508,63 @@ namespace OpenSim.Region.Framework.Scenes
2132 2508
2133 public Vector3 GetGeometricCenter() 2509 public Vector3 GetGeometricCenter()
2134 { 2510 {
2511 // this is not real geometric center but a average of positions relative to root prim acording to
2512 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2513 // ignoring tortured prims details since sl also seems to ignore
2514 // so no real use in doing it on physics
2515 if (ParentGroup.IsDeleted)
2516 return new Vector3(0, 0, 0);
2517
2518 return ParentGroup.GetGeometricCenter();
2519 }
2520
2521 public float GetMass()
2522 {
2135 PhysicsActor pa = PhysActor; 2523 PhysicsActor pa = PhysActor;
2136 2524
2137 if (pa != null) 2525 if (pa != null)
2138 return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); 2526 return pa.Mass;
2139 else 2527 else
2140 return new Vector3(0, 0, 0); 2528 return 0;
2141 } 2529 }
2142 2530
2143 public Vector3 GetCenterOfMass() 2531 public Vector3 GetCenterOfMass()
2144 { 2532 {
2533 if (ParentGroup.RootPart == this)
2534 {
2535 if (ParentGroup.IsDeleted)
2536 return AbsolutePosition;
2537 return ParentGroup.GetCenterOfMass();
2538 }
2539
2145 PhysicsActor pa = PhysActor; 2540 PhysicsActor pa = PhysActor;
2146 2541
2147 if (pa != null) 2542 if (pa != null)
2148 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2543 {
2544 Vector3 tmp = pa.CenterOfMass;
2545 return tmp;
2546 }
2149 else 2547 else
2150 return new Vector3(0, 0, 0); 2548 return AbsolutePosition;
2151 } 2549 }
2152 2550
2153 public float GetMass() 2551 public Vector3 GetPartCenterOfMass()
2154 { 2552 {
2155 PhysicsActor pa = PhysActor; 2553 PhysicsActor pa = PhysActor;
2156 2554
2157 if (pa != null) 2555 if (pa != null)
2158 return pa.Mass; 2556 {
2557 Vector3 tmp = pa.CenterOfMass;
2558 return tmp;
2559 }
2159 else 2560 else
2160 return 0; 2561 return AbsolutePosition;
2161 } 2562 }
2162 2563
2564
2163 public Vector3 GetForce() 2565 public Vector3 GetForce()
2164 { 2566 {
2165 PhysicsActor pa = PhysActor; 2567 return Force;
2166
2167 if (pa != null)
2168 return pa.Force;
2169 else
2170 return Vector3.Zero;
2171 } 2568 }
2172 2569
2173 /// <summary> 2570 /// <summary>
@@ -2382,15 +2779,25 @@ namespace OpenSim.Region.Framework.Scenes
2382 2779
2383 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2780 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2384 { 2781 {
2385 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2782 bool sendToRoot = true;
2386 { 2783
2387 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2784 ColliderArgs LandCollidingMessage = new ColliderArgs();
2388 List<DetectedObject> colliding = new List<DetectedObject>(); 2785 List<DetectedObject> colliding = new List<DetectedObject>();
2389 2786
2390 colliding.Add(CreateDetObjectForGround()); 2787 colliding.Add(CreateDetObjectForGround());
2391 LandCollidingMessage.Colliders = colliding; 2788 LandCollidingMessage.Colliders = colliding;
2392 2789
2790 if (Inventory.ContainsScripts())
2791 {
2792 if (!PassCollisions)
2793 sendToRoot = false;
2794 }
2795 if ((ScriptEvents & ev) != 0)
2393 notify(LocalId, LandCollidingMessage); 2796 notify(LocalId, LandCollidingMessage);
2797
2798 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2799 {
2800 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2394 } 2801 }
2395 } 2802 }
2396 2803
@@ -2406,57 +2813,120 @@ namespace OpenSim.Region.Framework.Scenes
2406 List<uint> endedColliders = new List<uint>(); 2813 List<uint> endedColliders = new List<uint>();
2407 List<uint> startedColliders = new List<uint>(); 2814 List<uint> startedColliders = new List<uint>();
2408 2815
2409 // calculate things that started colliding this time 2816 if (collissionswith.Count == 0)
2410 // and build up list of colliders this time
2411 foreach (uint localid in collissionswith.Keys)
2412 { 2817 {
2413 thisHitColliders.Add(localid); 2818 if (m_lastColliders.Count == 0)
2414 if (!m_lastColliders.Contains(localid)) 2819 return; // nothing to do
2415 startedColliders.Add(localid);
2416 }
2417 2820
2418 // calculate things that ended colliding 2821 foreach (uint localID in m_lastColliders)
2419 foreach (uint localID in m_lastColliders) 2822 {
2420 {
2421 if (!thisHitColliders.Contains(localID))
2422 endedColliders.Add(localID); 2823 endedColliders.Add(localID);
2824 }
2825 m_lastColliders.Clear();
2423 } 2826 }
2424 2827
2425 //add the items that started colliding this time to the last colliders list. 2828 else
2426 foreach (uint localID in startedColliders) 2829 {
2427 m_lastColliders.Add(localID); 2830 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2428 2831
2429 // remove things that ended colliding from the last colliders list 2832 // calculate things that started colliding this time
2430 foreach (uint localID in endedColliders) 2833 // and build up list of colliders this time
2431 m_lastColliders.Remove(localID); 2834 if (!VolumeDetectActive && CollisionSoundType >= 0)
2835 {
2836 CollisionForSoundInfo soundinfo;
2837 ContactPoint curcontact;
2432 2838
2433 // play the sound. 2839 foreach (uint id in collissionswith.Keys)
2434 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2840 {
2435 { 2841 thisHitColliders.Add(id);
2436 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2842 if (!m_lastColliders.Contains(id))
2437 if (soundModule != null) 2843 {
2844 startedColliders.Add(id);
2845
2846 curcontact = collissionswith[id];
2847 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2848 {
2849 soundinfo = new CollisionForSoundInfo();
2850 soundinfo.colliderID = id;
2851 soundinfo.position = curcontact.Position;
2852 soundinfo.relativeVel = curcontact.RelativeSpeed;
2853 soundinfolist.Add(soundinfo);
2854 }
2855 }
2856 }
2857 }
2858 else
2859 {
2860 foreach (uint id in collissionswith.Keys)
2861 {
2862 thisHitColliders.Add(id);
2863 if (!m_lastColliders.Contains(id))
2864 startedColliders.Add(id);
2865 }
2866 }
2867
2868 // calculate things that ended colliding
2869 foreach (uint localID in m_lastColliders)
2438 { 2870 {
2439 soundModule.SendSound(UUID, CollisionSound, 2871 if (!thisHitColliders.Contains(localID))
2440 CollisionSoundVolume, true, (byte)0, 0, false, 2872 endedColliders.Add(localID);
2441 false);
2442 } 2873 }
2874
2875 //add the items that started colliding this time to the last colliders list.
2876 foreach (uint localID in startedColliders)
2877 m_lastColliders.Add(localID);
2878
2879 // remove things that ended colliding from the last colliders list
2880 foreach (uint localID in endedColliders)
2881 m_lastColliders.Remove(localID);
2882
2883 // play sounds.
2884 if (soundinfolist.Count > 0)
2885 CollisionSounds.PartCollisionSound(this, soundinfolist);
2443 } 2886 }
2444 2887
2445 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2888 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2446 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2889 if (!VolumeDetectActive)
2890 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2447 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2891 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2448 2892
2449 if (startedColliders.Contains(0)) 2893 if (startedColliders.Contains(0))
2450 { 2894 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2451 if (m_lastColliders.Contains(0)) 2895 if (m_lastColliders.Contains(0))
2452 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2896 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2453 else
2454 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2455 }
2456 if (endedColliders.Contains(0)) 2897 if (endedColliders.Contains(0))
2457 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2898 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2458 } 2899 }
2459 2900
2901 // The Collision sounds code calls this
2902 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2903 {
2904 if (soundID == UUID.Zero)
2905 return;
2906
2907 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2908 if (soundModule == null)
2909 return;
2910
2911 if (volume > 1)
2912 volume = 1;
2913 if (volume < 0)
2914 volume = 0;
2915
2916 int now = Util.EnvironmentTickCount();
2917 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2918 return;
2919
2920 LastColSoundSentTime = now;
2921
2922 UUID ownerID = OwnerID;
2923 UUID objectID = ParentGroup.RootPart.UUID;
2924 UUID parentID = ParentGroup.UUID;
2925 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2926
2927 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2928 }
2929
2460 public void PhysicsOutOfBounds(Vector3 pos) 2930 public void PhysicsOutOfBounds(Vector3 pos)
2461 { 2931 {
2462 // Note: This is only being called on the root prim at this time. 2932 // Note: This is only being called on the root prim at this time.
@@ -2478,9 +2948,9 @@ namespace OpenSim.Region.Framework.Scenes
2478 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2948 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2479 2949
2480 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2950 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2481 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2951 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2482 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2952 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2483 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2953 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2484 { 2954 {
2485 ParentGroup.AbsolutePosition = newpos; 2955 ParentGroup.AbsolutePosition = newpos;
2486 return; 2956 return;
@@ -2765,6 +3235,14 @@ namespace OpenSim.Region.Framework.Scenes
2765 if (ParentGroup == null) 3235 if (ParentGroup == null)
2766 return; 3236 return;
2767 3237
3238 // Update the "last" values
3239 m_lastPosition = OffsetPosition;
3240 m_lastRotation = RotationOffset;
3241 m_lastVelocity = Velocity;
3242 m_lastAcceleration = Acceleration;
3243 m_lastAngularVelocity = AngularVelocity;
3244 m_lastUpdateSentTime = Environment.TickCount;
3245
2768 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3246 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2769 { 3247 {
2770 SendFullUpdate(avatar.ControllingClient); 3248 SendFullUpdate(avatar.ControllingClient);
@@ -2823,8 +3301,8 @@ namespace OpenSim.Region.Framework.Scenes
2823 { 3301 {
2824 const float ROTATION_TOLERANCE = 0.01f; 3302 const float ROTATION_TOLERANCE = 0.01f;
2825 const float VELOCITY_TOLERANCE = 0.001f; 3303 const float VELOCITY_TOLERANCE = 0.001f;
2826 const float POSITION_TOLERANCE = 0.05f; 3304 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2827 const int TIME_MS_TOLERANCE = 3000; 3305 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2828 3306
2829 switch (UpdateFlag) 3307 switch (UpdateFlag)
2830 { 3308 {
@@ -2838,17 +3316,10 @@ namespace OpenSim.Region.Framework.Scenes
2838 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3316 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2839 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3317 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2840 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3318 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2841 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3319 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2842 { 3320 {
2843 SendTerseUpdateToAllClients(); 3321 SendTerseUpdateToAllClients();
2844 3322
2845 // Update the "last" values
2846 m_lastPosition = OffsetPosition;
2847 m_lastRotation = RotationOffset;
2848 m_lastVelocity = Velocity;
2849 m_lastAcceleration = Acceleration;
2850 m_lastAngularVelocity = AngularVelocity;
2851 m_lastTerseSent = Environment.TickCount;
2852 } 3323 }
2853 break; 3324 break;
2854 } 3325 }
@@ -2866,6 +3337,17 @@ namespace OpenSim.Region.Framework.Scenes
2866 /// </summary> 3337 /// </summary>
2867 public void SendTerseUpdateToAllClients() 3338 public void SendTerseUpdateToAllClients()
2868 { 3339 {
3340 if (ParentGroup == null || ParentGroup.Scene == null)
3341 return;
3342
3343 // Update the "last" values
3344 m_lastPosition = OffsetPosition;
3345 m_lastRotation = RotationOffset;
3346 m_lastVelocity = Velocity;
3347 m_lastAcceleration = Acceleration;
3348 m_lastAngularVelocity = AngularVelocity;
3349 m_lastUpdateSentTime = Environment.TickCount;
3350
2869 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3351 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2870 { 3352 {
2871 SendTerseUpdateToClient(client); 3353 SendTerseUpdateToClient(client);
@@ -2889,10 +3371,13 @@ namespace OpenSim.Region.Framework.Scenes
2889 3371
2890 public void SetBuoyancy(float fvalue) 3372 public void SetBuoyancy(float fvalue)
2891 { 3373 {
2892 PhysicsActor pa = PhysActor; 3374 Buoyancy = fvalue;
2893 3375/*
2894 if (pa != null) 3376 if (PhysActor != null)
2895 pa.Buoyancy = fvalue; 3377 {
3378 PhysActor.Buoyancy = fvalue;
3379 }
3380 */
2896 } 3381 }
2897 3382
2898 public void SetDieAtEdge(bool p) 3383 public void SetDieAtEdge(bool p)
@@ -2908,47 +3393,111 @@ namespace OpenSim.Region.Framework.Scenes
2908 PhysicsActor pa = PhysActor; 3393 PhysicsActor pa = PhysActor;
2909 3394
2910 if (pa != null) 3395 if (pa != null)
2911 pa.FloatOnWater = floatYN == 1; 3396 pa.FloatOnWater = (floatYN == 1);
2912 } 3397 }
2913 3398
2914 public void SetForce(Vector3 force) 3399 public void SetForce(Vector3 force)
2915 { 3400 {
2916 PhysicsActor pa = PhysActor; 3401 Force = force;
3402 }
2917 3403
2918 if (pa != null) 3404 public SOPVehicle VehicleParams
2919 pa.Force = force; 3405 {
3406 get
3407 {
3408 return m_vehicleParams;
3409 }
3410 set
3411 {
3412 m_vehicleParams = value;
3413 }
3414 }
3415
3416
3417 public int VehicleType
3418 {
3419 get
3420 {
3421 if (m_vehicleParams == null)
3422 return (int)Vehicle.TYPE_NONE;
3423 else
3424 return (int)m_vehicleParams.Type;
3425 }
3426 set
3427 {
3428 SetVehicleType(value);
3429 }
2920 } 3430 }
2921 3431
2922 public void SetVehicleType(int type) 3432 public void SetVehicleType(int type)
2923 { 3433 {
2924 PhysicsActor pa = PhysActor; 3434 m_vehicleParams = null;
3435
3436 if (type == (int)Vehicle.TYPE_NONE)
3437 {
3438 if (_parentID ==0 && PhysActor != null)
3439 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3440 return;
3441 }
3442 m_vehicleParams = new SOPVehicle();
3443 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3444 {
3445 if (_parentID ==0 && PhysActor != null)
3446 PhysActor.VehicleType = type;
3447 return;
3448 }
3449 }
2925 3450
2926 if (pa != null) 3451 public void SetVehicleFlags(int param, bool remove)
2927 pa.VehicleType = type; 3452 {
3453 if (m_vehicleParams == null)
3454 return;
3455
3456 m_vehicleParams.ProcessVehicleFlags(param, remove);
3457
3458 if (_parentID ==0 && PhysActor != null)
3459 {
3460 PhysActor.VehicleFlags(param, remove);
3461 }
2928 } 3462 }
2929 3463
2930 public void SetVehicleFloatParam(int param, float value) 3464 public void SetVehicleFloatParam(int param, float value)
2931 { 3465 {
2932 PhysicsActor pa = PhysActor; 3466 if (m_vehicleParams == null)
3467 return;
2933 3468
2934 if (pa != null) 3469 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2935 pa.VehicleFloatParam(param, value); 3470
3471 if (_parentID == 0 && PhysActor != null)
3472 {
3473 PhysActor.VehicleFloatParam(param, value);
3474 }
2936 } 3475 }
2937 3476
2938 public void SetVehicleVectorParam(int param, Vector3 value) 3477 public void SetVehicleVectorParam(int param, Vector3 value)
2939 { 3478 {
2940 PhysicsActor pa = PhysActor; 3479 if (m_vehicleParams == null)
3480 return;
2941 3481
2942 if (pa != null) 3482 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2943 pa.VehicleVectorParam(param, value); 3483
3484 if (_parentID == 0 && PhysActor != null)
3485 {
3486 PhysActor.VehicleVectorParam(param, value);
3487 }
2944 } 3488 }
2945 3489
2946 public void SetVehicleRotationParam(int param, Quaternion rotation) 3490 public void SetVehicleRotationParam(int param, Quaternion rotation)
2947 { 3491 {
2948 PhysicsActor pa = PhysActor; 3492 if (m_vehicleParams == null)
3493 return;
2949 3494
2950 if (pa != null) 3495 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2951 pa.VehicleRotationParam(param, rotation); 3496
3497 if (_parentID == 0 && PhysActor != null)
3498 {
3499 PhysActor.VehicleRotationParam(param, rotation);
3500 }
2952 } 3501 }
2953 3502
2954 /// <summary> 3503 /// <summary>
@@ -3149,14 +3698,6 @@ namespace OpenSim.Region.Framework.Scenes
3149 hasProfileCut = hasDimple; // is it the same thing? 3698 hasProfileCut = hasDimple; // is it the same thing?
3150 } 3699 }
3151 3700
3152 public void SetVehicleFlags(int param, bool remove)
3153 {
3154 PhysicsActor pa = PhysActor;
3155
3156 if (pa != null)
3157 pa.VehicleFlags(param, remove);
3158 }
3159
3160 public void SetGroup(UUID groupID, IClientAPI client) 3701 public void SetGroup(UUID groupID, IClientAPI client)
3161 { 3702 {
3162 // Scene.AddNewPrims() calls with client == null so can't use this. 3703 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3256,71 +3797,20 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3797 {
3257 ParentGroup.stopMoveToTarget(); 3798 ParentGroup.stopMoveToTarget();
3258 3799
3259 ParentGroup.ScheduleGroupForTerseUpdate(); 3800// ParentGroup.ScheduleGroupForTerseUpdate();
3260 //ParentGroup.ScheduleGroupForFullUpdate(); 3801 //ParentGroup.ScheduleGroupForFullUpdate();
3261 } 3802 }
3262 3803
3263 public void StoreUndoState() 3804 public void StoreUndoState(ObjectChangeType change)
3264 { 3805 {
3265 StoreUndoState(false); 3806 if (m_UndoRedo == null)
3266 } 3807 m_UndoRedo = new UndoRedoState(5);
3267 3808
3268 public void StoreUndoState(bool forGroup) 3809 lock (m_UndoRedo)
3269 {
3270 if (ParentGroup == null || ParentGroup.Scene == null)
3271 return;
3272
3273 if (Undoing)
3274 {
3275// m_log.DebugFormat(
3276// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3277 return;
3278 }
3279
3280 if (IgnoreUndoUpdate)
3281 {
3282// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3283 return;
3284 }
3285
3286 lock (m_undo)
3287 { 3810 {
3288 if (m_undo.Count > 0) 3811 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3289 { 3812 {
3290 UndoState last = m_undo[m_undo.Count - 1]; 3813 m_UndoRedo.StoreUndo(this, change);
3291 if (last != null)
3292 {
3293 // TODO: May need to fix for group comparison
3294 if (last.Compare(this))
3295 {
3296// m_log.DebugFormat(
3297// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3298// Name, LocalId, m_undo.Count);
3299
3300 return;
3301 }
3302 }
3303 }
3304
3305// m_log.DebugFormat(
3306// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3307// Name, LocalId, forGroup, m_undo.Count);
3308
3309 if (ParentGroup.Scene.MaxUndoCount > 0)
3310 {
3311 UndoState nUndo = new UndoState(this, forGroup);
3312
3313 m_undo.Add(nUndo);
3314
3315 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3316 m_undo.RemoveAt(0);
3317
3318 if (m_redo.Count > 0)
3319 m_redo.Clear();
3320
3321// m_log.DebugFormat(
3322// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3323// Name, LocalId, forGroup, m_undo.Count);
3324 } 3814 }
3325 } 3815 }
3326 } 3816 }
@@ -3332,88 +3822,46 @@ namespace OpenSim.Region.Framework.Scenes
3332 { 3822 {
3333 get 3823 get
3334 { 3824 {
3335 lock (m_undo) 3825 if (m_UndoRedo == null)
3336 return m_undo.Count; 3826 return 0;
3827 return m_UndoRedo.Count;
3337 } 3828 }
3338 } 3829 }
3339 3830
3340 public void Undo() 3831 public void Undo()
3341 { 3832 {
3342 lock (m_undo) 3833 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3343 { 3834 return;
3344// m_log.DebugFormat(
3345// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3346// Name, LocalId, m_undo.Count);
3347
3348 if (m_undo.Count > 0)
3349 {
3350 UndoState goback = m_undo[m_undo.Count - 1];
3351 m_undo.RemoveAt(m_undo.Count - 1);
3352
3353 UndoState nUndo = null;
3354
3355 if (ParentGroup.Scene.MaxUndoCount > 0)
3356 {
3357 nUndo = new UndoState(this, goback.ForGroup);
3358 }
3359
3360 goback.PlaybackState(this);
3361
3362 if (nUndo != null)
3363 {
3364 m_redo.Add(nUndo);
3365
3366 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3367 m_redo.RemoveAt(0);
3368 }
3369 }
3370 3835
3371// m_log.DebugFormat( 3836 lock (m_UndoRedo)
3372// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3837 {
3373// Name, LocalId, m_undo.Count); 3838 Undoing = true;
3839 m_UndoRedo.Undo(this);
3840 Undoing = false;
3374 } 3841 }
3375 } 3842 }
3376 3843
3377 public void Redo() 3844 public void Redo()
3378 { 3845 {
3379 lock (m_undo) 3846 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3380 { 3847 return;
3381// m_log.DebugFormat(
3382// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3383// Name, LocalId, m_redo.Count);
3384
3385 if (m_redo.Count > 0)
3386 {
3387 UndoState gofwd = m_redo[m_redo.Count - 1];
3388 m_redo.RemoveAt(m_redo.Count - 1);
3389
3390 if (ParentGroup.Scene.MaxUndoCount > 0)
3391 {
3392 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3393
3394 m_undo.Add(nUndo);
3395
3396 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3397 m_undo.RemoveAt(0);
3398 }
3399
3400 gofwd.PlayfwdState(this);
3401 3848
3402// m_log.DebugFormat( 3849 lock (m_UndoRedo)
3403// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3850 {
3404// Name, LocalId, m_redo.Count); 3851 Undoing = true;
3405 } 3852 m_UndoRedo.Redo(this);
3853 Undoing = false;
3406 } 3854 }
3407 } 3855 }
3408 3856
3409 public void ClearUndoState() 3857 public void ClearUndoState()
3410 { 3858 {
3411// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3859 if (m_UndoRedo == null || Undoing)
3860 return;
3412 3861
3413 lock (m_undo) 3862 lock (m_UndoRedo)
3414 { 3863 {
3415 m_undo.Clear(); 3864 m_UndoRedo.Clear();
3416 m_redo.Clear();
3417 } 3865 }
3418 } 3866 }
3419 3867
@@ -3964,7 +4412,7 @@ namespace OpenSim.Region.Framework.Scenes
3964 if (god) 4412 if (god)
3965 { 4413 {
3966 BaseMask = ApplyMask(BaseMask, set, mask); 4414 BaseMask = ApplyMask(BaseMask, set, mask);
3967 Inventory.ApplyGodPermissions(_baseMask); 4415 Inventory.ApplyGodPermissions(BaseMask);
3968 } 4416 }
3969 4417
3970 break; 4418 break;
@@ -3983,7 +4431,7 @@ namespace OpenSim.Region.Framework.Scenes
3983 case 16: 4431 case 16:
3984 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4432 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3985 baseMask; 4433 baseMask;
3986 // Prevent the client from creating no mod, no copy 4434 // Prevent the client from creating no copy, no transfer
3987 // objects 4435 // objects
3988 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4436 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3989 NextOwnerMask |= (uint)PermissionMask.Transfer; 4437 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4001,20 +4449,20 @@ namespace OpenSim.Region.Framework.Scenes
4001 { 4449 {
4002 bool update = false; 4450 bool update = false;
4003 4451
4004 if (BaseMask != source.BaseMask || 4452 uint prevOwnerMask = OwnerMask;
4005 OwnerMask != source.OwnerMask || 4453 uint prevGroupMask = GroupMask;
4006 GroupMask != source.GroupMask || 4454 uint prevEveryoneMask = EveryoneMask;
4007 EveryoneMask != source.EveryoneMask || 4455 uint prevNextOwnerMask = NextOwnerMask;
4008 NextOwnerMask != source.NextOwnerMask)
4009 update = true;
4010 4456
4011 BaseMask = source.BaseMask; 4457 OwnerMask = source.OwnerMask & BaseMask;
4012 OwnerMask = source.OwnerMask; 4458 GroupMask = source.GroupMask & BaseMask;
4013 GroupMask = source.GroupMask; 4459 EveryoneMask = source.EveryoneMask & BaseMask;
4014 EveryoneMask = source.EveryoneMask; 4460 NextOwnerMask = source.NextOwnerMask & BaseMask;
4015 NextOwnerMask = source.NextOwnerMask;
4016 4461
4017 if (update) 4462 if (OwnerMask != prevOwnerMask ||
4463 GroupMask != prevGroupMask ||
4464 EveryoneMask != prevEveryoneMask ||
4465 NextOwnerMask != prevNextOwnerMask)
4018 SendFullUpdateToAllClients(); 4466 SendFullUpdateToAllClients();
4019 } 4467 }
4020 4468
@@ -4065,6 +4513,7 @@ namespace OpenSim.Region.Framework.Scenes
4065 } 4513 }
4066 } 4514 }
4067 4515
4516
4068 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4517 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4069 { 4518 {
4070 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4519 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4092,7 +4541,7 @@ namespace OpenSim.Region.Framework.Scenes
4092 /// <param name="SetTemporary"></param> 4541 /// <param name="SetTemporary"></param>
4093 /// <param name="SetPhantom"></param> 4542 /// <param name="SetPhantom"></param>
4094 /// <param name="SetVD"></param> 4543 /// <param name="SetVD"></param>
4095 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4544 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4096 { 4545 {
4097 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4546 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4098 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4547 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4102,116 +4551,98 @@ namespace OpenSim.Region.Framework.Scenes
4102 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4551 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4103 return; 4552 return;
4104 4553
4105 PhysicsActor pa = PhysActor; 4554 VolumeDetectActive = SetVD;
4106
4107 // Special cases for VD. VD can only be called from a script
4108 // and can't be combined with changes to other states. So we can rely
4109 // that...
4110 // ... if VD is changed, all others are not.
4111 // ... if one of the others is changed, VD is not.
4112 if (SetVD) // VD is active, special logic applies
4113 {
4114 // State machine logic for VolumeDetect
4115 // More logic below
4116 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4117
4118 if (phanReset) // Phantom changes from on to off switch VD off too
4119 {
4120 SetVD = false; // Switch it of for the course of this routine
4121 VolumeDetectActive = false; // and also permanently
4122
4123 if (pa != null)
4124 pa.SetVolumeDetect(0); // Let physics know about it too
4125 }
4126 else
4127 {
4128 // If volumedetect is active we don't want phantom to be applied.
4129 // If this is a new call to VD out of the state "phantom"
4130 // this will also cause the prim to be visible to physics
4131 SetPhantom = false;
4132 }
4133 }
4134 4555
4135 if (UsePhysics && IsJoint()) 4556 // volume detector implies phantom
4136 { 4557 if (VolumeDetectActive)
4137 SetPhantom = true; 4558 SetPhantom = true;
4138 }
4139 4559
4140 if (UsePhysics) 4560 if (UsePhysics)
4141 {
4142 AddFlag(PrimFlags.Physics); 4561 AddFlag(PrimFlags.Physics);
4143 if (!wasUsingPhysics)
4144 {
4145 DoPhysicsPropertyUpdate(UsePhysics, false);
4146 }
4147 }
4148 else 4562 else
4149 {
4150 RemFlag(PrimFlags.Physics); 4563 RemFlag(PrimFlags.Physics);
4151 if (wasUsingPhysics)
4152 {
4153 DoPhysicsPropertyUpdate(UsePhysics, false);
4154 }
4155 }
4156 4564
4157 if (SetPhantom 4565 if (SetPhantom)
4158 || ParentGroup.IsAttachment
4159 || PhysicsShapeType == (byte)PhysShapeType.none
4160 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4161 {
4162 AddFlag(PrimFlags.Phantom); 4566 AddFlag(PrimFlags.Phantom);
4567 else
4568 RemFlag(PrimFlags.Phantom);
4163 4569
4164 if (PhysActor != null) 4570 if (SetTemporary)
4571 AddFlag(PrimFlags.TemporaryOnRez);
4572 else
4573 RemFlag(PrimFlags.TemporaryOnRez);
4574
4575
4576 if (ParentGroup.Scene == null)
4577 return;
4578
4579 PhysicsActor pa = PhysActor;
4580
4581 if (pa != null && building && pa.Building != building)
4582 pa.Building = building;
4583
4584 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4585 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4586 {
4587 if (pa != null)
4165 { 4588 {
4589 if(wasUsingPhysics)
4590 ParentGroup.Scene.RemovePhysicalPrim(1);
4166 RemoveFromPhysics(); 4591 RemoveFromPhysics();
4167 pa = null;
4168 } 4592 }
4593
4594 Velocity = new Vector3(0, 0, 0);
4595 Acceleration = new Vector3(0, 0, 0);
4596 if (ParentGroup.RootPart == this)
4597 AngularVelocity = new Vector3(0, 0, 0);
4169 } 4598 }
4170 else // Not phantom 4599
4600 else
4171 { 4601 {
4172 RemFlag(PrimFlags.Phantom); 4602 if (ParentGroup.Scene.CollidablePrims)
4173
4174 if (ParentGroup.Scene == null)
4175 return;
4176
4177 if (ParentGroup.Scene.CollidablePrims && pa == null)
4178 { 4603 {
4179 AddToPhysics(UsePhysics, SetPhantom, false); 4604 if (pa == null)
4180 pa = PhysActor;
4181
4182
4183 if (pa != null)
4184 { 4605 {
4185 pa.SetMaterial(Material); 4606 AddToPhysics(UsePhysics, SetPhantom, building, false);
4186 DoPhysicsPropertyUpdate(UsePhysics, true); 4607 pa = PhysActor;
4187 4608/*
4188 if ( 4609 if (pa != null)
4189 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4190 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4191 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4192 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4193 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4194 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4195 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4196 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4197 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4198 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4199 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4200 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4201 (CollisionSound != UUID.Zero)
4202 )
4203 { 4610 {
4204 pa.OnCollisionUpdate += PhysicsCollision; 4611 if (
4205 pa.SubscribeEvents(1000); 4612// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4613// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4614// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4615// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4616// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4617// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4618 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4619 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4620 (CollisionSound != UUID.Zero)
4621 )
4622 {
4623 pa.OnCollisionUpdate += PhysicsCollision;
4624 pa.SubscribeEvents(1000);
4625 }
4206 } 4626 }
4627*/
4207 } 4628 }
4208 } 4629 else // it already has a physical representation
4209 else // it already has a physical representation 4630 {
4210 { 4631 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4211 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim 4632/* moved into DoPhysicsPropertyUpdate
4212 } 4633 if(VolumeDetectActive)
4213 } 4634 pa.SetVolumeDetect(1);
4635 else
4636 pa.SetVolumeDetect(0);
4637*/
4214 4638
4639 if (pa.Building != building)
4640 pa.Building = building;
4641 }
4642
4643 UpdatePhysicsSubscribedEvents();
4644 }
4645 }
4215 if (SetVD) 4646 if (SetVD)
4216 { 4647 {
4217 // If the above logic worked (this is urgent candidate to unit tests!) 4648 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4225,6 +4656,7 @@ namespace OpenSim.Region.Framework.Scenes
4225 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4656 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4226 VolumeDetectActive = true; 4657 VolumeDetectActive = true;
4227 } 4658 }
4659 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4228 } 4660 }
4229 else if (SetVD != wasVD) 4661 else if (SetVD != wasVD)
4230 { 4662 {
@@ -4236,61 +4668,51 @@ namespace OpenSim.Region.Framework.Scenes
4236 RemFlag(PrimFlags.Phantom); 4668 RemFlag(PrimFlags.Phantom);
4237 VolumeDetectActive = false; 4669 VolumeDetectActive = false;
4238 } 4670 }
4239 4671 // and last in case we have a new actor and not building
4240 if (SetTemporary)
4241 {
4242 AddFlag(PrimFlags.TemporaryOnRez);
4243 }
4244 else
4245 {
4246 RemFlag(PrimFlags.TemporaryOnRez);
4247 }
4248
4249 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4250 4672
4251 if (ParentGroup != null) 4673 if (ParentGroup != null)
4252 { 4674 {
4253 ParentGroup.HasGroupChanged = true; 4675 ParentGroup.HasGroupChanged = true;
4254 ScheduleFullUpdate(); 4676 ScheduleFullUpdate();
4255 } 4677 }
4256 4678
4257// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4679// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4258 } 4680 }
4259 4681
4260 /// <summary> 4682 /// <summary>
4261 /// Adds this part to the physics scene. 4683 /// Adds this part to the physics scene.
4684 /// and sets the PhysActor property
4262 /// </summary> 4685 /// </summary>
4263 /// <remarks>This method also sets the PhysActor property.</remarks> 4686 /// <param name="isPhysical">Add this prim as physical.</param>
4264 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4687 /// <param name="isPhantom">Add this prim as phantom.</param>
4265 /// <returns> 4688 /// <param name="building">tells physics to delay full construction of object</param>
4266 /// The physics actor. null if there was a failure. 4689 /// <param name="applyDynamics">applies velocities, force and torque</param>
4267 /// </returns> 4690 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4268 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4691 {
4269 {
4270 PhysicsActor pa; 4692 PhysicsActor pa;
4271 4693
4272 Vector3 velocity = Velocity; 4694 Vector3 velocity = Velocity;
4273 Vector3 rotationalVelocity = AngularVelocity;; 4695 Vector3 rotationalVelocity = AngularVelocity;;
4274 4696
4275 try 4697 try
4276 { 4698 {
4277 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4699 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4278 string.Format("{0}/{1}", Name, UUID), 4700 string.Format("{0}/{1}", Name, UUID),
4279 Shape, 4701 Shape,
4280 AbsolutePosition, 4702 AbsolutePosition,
4281 Scale, 4703 Scale,
4282 GetWorldRotation(), 4704 GetWorldRotation(),
4283 isPhysical, 4705 isPhysical,
4284 isPhantom, 4706 isPhantom,
4285 PhysicsShapeType, 4707 PhysicsShapeType,
4286 m_localId); 4708 m_localId);
4287 } 4709 }
4288 catch (Exception e) 4710 catch (Exception e)
4289 { 4711 {
4290 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4712 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4291 pa = null; 4713 pa = null;
4292 } 4714 }
4293 4715
4294 if (pa != null) 4716 if (pa != null)
4295 { 4717 {
4296 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4718 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4303,11 +4725,21 @@ namespace OpenSim.Region.Framework.Scenes
4303 4725
4304 if (VolumeDetectActive) // change if not the default only 4726 if (VolumeDetectActive) // change if not the default only
4305 pa.SetVolumeDetect(1); 4727 pa.SetVolumeDetect(1);
4728
4729 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4730 m_vehicleParams.SetVehicle(pa);
4731
4306 // we are going to tell rest of code about physics so better have this here 4732 // we are going to tell rest of code about physics so better have this here
4307 PhysActor = pa; 4733 PhysActor = pa;
4308 4734
4735 // DoPhysicsPropertyUpdate(isPhysical, true);
4736 // lets expand it here just with what it really needs to do
4737
4309 if (isPhysical) 4738 if (isPhysical)
4310 { 4739 {
4740 if (ParentGroup.RootPart.KeyframeMotion != null)
4741 ParentGroup.RootPart.KeyframeMotion.Stop();
4742 ParentGroup.RootPart.KeyframeMotion = null;
4311 ParentGroup.Scene.AddPhysicalPrim(1); 4743 ParentGroup.Scene.AddPhysicalPrim(1);
4312 4744
4313 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 4745 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
@@ -4324,19 +4756,34 @@ namespace OpenSim.Region.Framework.Scenes
4324 } 4756 }
4325 } 4757 }
4326 4758
4327 if (applyDynamics) 4759 if (applyDynamics)
4328 // do independent of isphysical so parameters get setted (at least some) 4760 // do independent of isphysical so parameters get setted (at least some)
4329 { 4761 {
4330 Velocity = velocity; 4762 Velocity = velocity;
4331 AngularVelocity = rotationalVelocity; 4763 AngularVelocity = rotationalVelocity;
4332// pa.Velocity = velocity; 4764// pa.Velocity = velocity;
4333 pa.RotationalVelocity = rotationalVelocity; 4765 pa.RotationalVelocity = rotationalVelocity;
4766
4767 // if not vehicle and root part apply force and torque
4768 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4769 && LocalId == ParentGroup.RootPart.LocalId)
4770 {
4771 pa.Force = Force;
4772 pa.Torque = Torque;
4773 }
4334 } 4774 }
4335 4775
4336 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4776// if (Shape.SculptEntry)
4777// CheckSculptAndLoad();
4778// else
4779 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4780
4781 if (!building)
4782 pa.Building = false;
4337 } 4783 }
4338 4784
4339 PhysActor = pa; 4785 PhysActor = pa;
4786
4340 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4787 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4341 } 4788 }
4342 4789
@@ -4345,13 +4792,21 @@ namespace OpenSim.Region.Framework.Scenes
4345 /// </summary> 4792 /// </summary>
4346 /// <remarks> 4793 /// <remarks>
4347 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4794 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4348 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4795 /// representation for collision detection.
4349 /// phantom.
4350 /// </remarks> 4796 /// </remarks>
4351 public void RemoveFromPhysics() 4797 public void RemoveFromPhysics()
4352 { 4798 {
4353 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4799 PhysicsActor pa = PhysActor;
4354 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4800 if (pa != null)
4801 {
4802 pa.OnCollisionUpdate -= PhysicsCollision;
4803 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4804 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4805
4806 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4807
4808 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4809 }
4355 PhysActor = null; 4810 PhysActor = null;
4356 } 4811 }
4357 4812
@@ -4483,6 +4938,8 @@ namespace OpenSim.Region.Framework.Scenes
4483 { 4938 {
4484// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4939// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4485 4940
4941 return;
4942
4486 if (ParentGroup.IsDeleted) 4943 if (ParentGroup.IsDeleted)
4487 return; 4944 return;
4488 4945
@@ -4580,6 +5037,44 @@ namespace OpenSim.Region.Framework.Scenes
4580 ScheduleFullUpdate(); 5037 ScheduleFullUpdate();
4581 } 5038 }
4582 5039
5040
5041 private void UpdatePhysicsSubscribedEvents()
5042 {
5043 PhysicsActor pa = PhysActor;
5044 if (pa == null)
5045 return;
5046
5047 pa.OnCollisionUpdate -= PhysicsCollision;
5048
5049 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5050
5051 scriptEvents CombinedEvents = AggregateScriptEvents;
5052
5053 // merge with root part
5054 if (ParentGroup != null && ParentGroup.RootPart != null)
5055 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5056
5057 // submit to this part case
5058 if (VolumeDetectActive)
5059 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5060 else if ((Flags & PrimFlags.Phantom) != 0)
5061 CombinedEvents &= PhyscicsPhantonSubsEvents;
5062 else
5063 CombinedEvents &= PhysicsNeededSubsEvents;
5064
5065 if (hassound || CombinedEvents != 0)
5066 {
5067 // subscribe to physics updates.
5068 pa.OnCollisionUpdate += PhysicsCollision;
5069 pa.SubscribeEvents(50); // 20 reports per second
5070 }
5071 else
5072 {
5073 pa.UnSubscribeEvents();
5074 }
5075 }
5076
5077
4583 public void aggregateScriptEvents() 5078 public void aggregateScriptEvents()
4584 { 5079 {
4585 if (ParentGroup == null || ParentGroup.RootPart == null) 5080 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4616,40 +5111,32 @@ namespace OpenSim.Region.Framework.Scenes
4616 { 5111 {
4617 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5112 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4618 } 5113 }
4619 5114/*
4620 PhysicsActor pa = PhysActor; 5115 PhysicsActor pa = PhysActor;
4621 5116 if (pa != null)
4622 if (
4623 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4624 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4625 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4626 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4627 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4628 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4629 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4630 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4631 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4632 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4633 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4634 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4635 (CollisionSound != UUID.Zero)
4636 )
4637 { 5117 {
4638 // subscribe to physics updates. 5118 if (
4639 if (pa != null) 5119// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5120// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5121// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5122// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5123// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5124// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5125 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5126 )
4640 { 5127 {
5128 // subscribe to physics updates.
4641 pa.OnCollisionUpdate += PhysicsCollision; 5129 pa.OnCollisionUpdate += PhysicsCollision;
4642 pa.SubscribeEvents(1000); 5130 pa.SubscribeEvents(1000);
4643 } 5131 }
4644 } 5132 else
4645 else
4646 {
4647 if (pa != null)
4648 { 5133 {
4649 pa.UnSubscribeEvents(); 5134 pa.UnSubscribeEvents();
4650 pa.OnCollisionUpdate -= PhysicsCollision; 5135 pa.OnCollisionUpdate -= PhysicsCollision;
4651 } 5136 }
4652 } 5137 }
5138 */
5139 UpdatePhysicsSubscribedEvents();
4653 5140
4654 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5141 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4655 //{ 5142 //{
@@ -4780,6 +5267,18 @@ namespace OpenSim.Region.Framework.Scenes
4780 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5267 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4781 } 5268 }
4782 5269
5270 public void ResetOwnerChangeFlag()
5271 {
5272 List<UUID> inv = Inventory.GetInventoryList();
5273
5274 foreach (UUID itemID in inv)
5275 {
5276 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5277 item.OwnerChanged = false;
5278 Inventory.UpdateInventoryItem(item, false, false);
5279 }
5280 }
5281
4783 /// <summary> 5282 /// <summary>
4784 /// Record an avatar sitting on this part. 5283 /// Record an avatar sitting on this part.
4785 /// </summary> 5284 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..d04d87b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -38,6 +38,7 @@ using OpenSim.Framework;
38using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes.Scripting; 39using OpenSim.Region.Framework.Scenes.Scripting;
40using OpenSim.Region.Framework.Scenes.Serialization; 40using OpenSim.Region.Framework.Scenes.Serialization;
41using PermissionMask = OpenSim.Framework.PermissionMask;
41 42
42namespace OpenSim.Region.Framework.Scenes 43namespace OpenSim.Region.Framework.Scenes
43{ 44{
@@ -48,6 +49,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 49 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 50 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 51 private uint m_inventoryFileNameSerial = 0;
52 private bool m_inventoryPrivileged = false;
53
54 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 55
52 /// <value> 56 /// <value>
53 /// The part to which the inventory belongs. 57 /// The part to which the inventory belongs.
@@ -84,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 88 /// </value>
85 protected internal TaskInventoryDictionary Items 89 protected internal TaskInventoryDictionary Items
86 { 90 {
87 get { return m_items; } 91 get {
92 return m_items;
93 }
88 set 94 set
89 { 95 {
90 m_items = value; 96 m_items = value;
@@ -133,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 139 public void ResetInventoryIDs()
134 { 140 {
135 if (null == m_part) 141 if (null == m_part)
136 return; 142 m_items.LockItemsForWrite(true);
137 143
138 lock (m_items) 144 if (Items.Count == 0)
139 { 145 {
140 if (0 == m_items.Count) 146 m_items.LockItemsForWrite(false);
141 return; 147 return;
148 }
142 149
143 IList<TaskInventoryItem> items = GetInventoryItems(); 150 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 151 Items.Clear();
145 152
146 foreach (TaskInventoryItem item in items) 153 foreach (TaskInventoryItem item in items)
147 { 154 {
148 item.ResetIDs(m_part.UUID); 155 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 156 Items.Add(item.ItemID, item);
150 }
151 } 157 }
158 m_items.LockItemsForWrite(false);
152 } 159 }
153 160
154 public void ResetObjectID() 161 public void ResetObjectID()
155 { 162 {
156 lock (Items) 163 m_items.LockItemsForWrite(true);
164
165 if (Items.Count == 0)
157 { 166 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 167 m_items.LockItemsForWrite(false);
159 Items.Clear(); 168 return;
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 169 }
170
171 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
172 Items.Clear();
173
174 foreach (TaskInventoryItem item in items)
175 {
176 item.ParentPartID = m_part.UUID;
177 item.ParentID = m_part.UUID;
178 Items.Add(item.ItemID, item);
179 }
180 m_items.LockItemsForWrite(false);
168 } 181 }
169 182
170 /// <summary> 183 /// <summary>
@@ -173,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 186 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 187 public void ChangeInventoryOwner(UUID ownerId)
175 { 188 {
176 lock (Items) 189 List<TaskInventoryItem> items = GetInventoryItems();
177 { 190
178 if (0 == Items.Count) 191 if (items.Count == 0)
179 { 192 return;
180 return;
181 }
182 }
183 193
194 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 195 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 196 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 197 foreach (TaskInventoryItem item in items)
188 { 198 {
189 if (ownerId != item.OwnerID) 199 if (ownerId != item.OwnerID)
@@ -194,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 204 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 205 item.OwnerChanged = true;
196 } 206 }
207 m_items.LockItemsForWrite(false);
197 } 208 }
198 209
199 /// <summary> 210 /// <summary>
@@ -202,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 213 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 214 public void ChangeInventoryGroup(UUID groupID)
204 { 215 {
205 lock (Items) 216 m_items.LockItemsForWrite(true);
217 if (0 == Items.Count)
206 { 218 {
207 if (0 == Items.Count) 219 m_items.LockItemsForWrite(false);
208 { 220 return;
209 return;
210 }
211 } 221 }
212 222
213 // Don't let this set the HasGroupChanged flag for attachments 223 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 229 m_part.ParentGroup.HasGroupChanged = true;
220 } 230 }
221 231
222 List<TaskInventoryItem> items = GetInventoryItems(); 232 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 233 foreach (TaskInventoryItem item in items)
224 { 234 {
225 if (groupID != item.GroupID) 235 if (groupID != item.GroupID)
236 {
226 item.GroupID = groupID; 237 item.GroupID = groupID;
238 }
227 } 239 }
240 m_items.LockItemsForWrite(false);
228 } 241 }
229 242
230 private void QueryScriptStates() 243 private void QueryScriptStates()
@@ -232,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 245 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 246 return;
234 247
235 lock (Items) 248 Items.LockItemsForRead(true);
249 foreach (TaskInventoryItem item in Items.Values)
236 { 250 {
237 foreach (TaskInventoryItem item in Items.Values) 251 if (item.InvType == (int)InventoryType.LSL)
238 { 252 {
239 bool running; 253 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 254 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 255 item.ScriptRunning = running;
242 } 256 }
243 } 257 }
258
259 Items.LockItemsForRead(false);
244 } 260 }
245 261
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 262 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 333 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 334 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 335 foreach (TaskInventoryItem item in scripts)
336 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 337 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
338 m_part.RemoveScriptEvents(item.ItemID);
339 }
321 } 340 }
322 341
323 /// <summary> 342 /// <summary>
@@ -339,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 358// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 359
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 360 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
361 {
362 StoreScriptError(item.ItemID, "no permission");
342 return false; 363 return false;
364 }
343 365
344 m_part.AddFlag(PrimFlags.Scripted); 366 m_part.AddFlag(PrimFlags.Scripted);
345 367
@@ -349,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 371 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 372 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 373 {
352 lock (m_items) 374 m_items.LockItemsForWrite(true);
353 { 375 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 378 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 379 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
380 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 381 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 382 m_part.ScheduleFullUpdate();
362 return true; 383 return true;
@@ -365,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 386 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 387 if (null == asset)
367 { 388 {
389 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
390 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 391 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 392 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 393 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 400 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 401 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 402
380 lock (m_items) 403 m_items.LockItemsForWrite(true);
381 { 404
382 m_items[item.ItemID].OldItemID = item.OldItemID; 405 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 406 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 407 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 408
409 m_items.LockItemsForWrite(false);
410
387 string script = Utils.BytesToString(asset.Data); 411 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 412 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 413 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
414 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 415 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 416 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 417 m_part.LocalId, item.ItemID);
@@ -459,22 +484,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 484 return stateID;
460 } 485 }
461 486
487 /// <summary>
488 /// Start a script which is in this prim's inventory.
489 /// Some processing may occur in the background, but this routine returns asap.
490 /// </summary>
491 /// <param name="itemId">
492 /// A <see cref="UUID"/>
493 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 494 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 495 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 496 lock (m_scriptErrors)
465 if (item != null)
466 { 497 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 498 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
499 m_scriptErrors.Remove(itemId);
500 }
501 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
502 return true;
503 }
504
505 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 m_items.LockItemsForRead(true);
508 if (m_items.ContainsKey(itemId))
509 {
510 if (m_items.ContainsKey(itemId))
511 {
512 m_items.LockItemsForRead(false);
513 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
514 }
515 else
516 {
517 m_items.LockItemsForRead(false);
518 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
519 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
520 StoreScriptError(itemId, msg);
521 m_log.ErrorFormat(
522 "[PRIM INVENTORY]: " +
523 "Couldn't start script with ID {0} since it {1}", itemId, msg);
524 }
468 } 525 }
469 else 526 else
470 { 527 {
528 m_items.LockItemsForRead(false);
529 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
530 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 531 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 532 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 533 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 534 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
535 }
536
537 }
475 538
476 return false; 539 /// <summary>
540 /// Start a script which is in this prim's inventory and return any compilation error messages.
541 /// </summary>
542 /// <param name="itemId">
543 /// A <see cref="UUID"/>
544 /// </param>
545 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
546 {
547 ArrayList errors;
548
549 // Indicate to CreateScriptInstanceInternal() we want it to
550 // post any compilation/loading error messages
551 lock (m_scriptErrors)
552 {
553 m_scriptErrors[itemId] = null;
554 }
555
556 // Perform compilation/loading
557 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
558
559 // Wait for and retrieve any errors
560 lock (m_scriptErrors)
561 {
562 while ((errors = m_scriptErrors[itemId]) == null)
563 {
564 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
565 {
566 m_log.ErrorFormat(
567 "[PRIM INVENTORY]: " +
568 "timedout waiting for script {0} errors", itemId);
569 errors = m_scriptErrors[itemId];
570 if (errors == null)
571 {
572 errors = new ArrayList(1);
573 errors.Add("timedout waiting for errors");
574 }
575 break;
576 }
577 }
578 m_scriptErrors.Remove(itemId);
477 } 579 }
580 return errors;
581 }
582
583 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
584 private void StoreScriptErrors(UUID itemId, ArrayList errors)
585 {
586 lock (m_scriptErrors)
587 {
588 // If compilation/loading initiated via CreateScriptInstance(),
589 // it does not want the errors, so just get out
590 if (!m_scriptErrors.ContainsKey(itemId))
591 {
592 return;
593 }
594
595 // Initiated via CreateScriptInstanceEr(), if we know what the
596 // errors are, save them and wake CreateScriptInstanceEr().
597 if (errors != null)
598 {
599 m_scriptErrors[itemId] = errors;
600 System.Threading.Monitor.PulseAll(m_scriptErrors);
601 return;
602 }
603 }
604
605 // Initiated via CreateScriptInstanceEr() but we don't know what
606 // the errors are yet, so retrieve them from the script engine.
607 // This may involve some waiting internal to GetScriptErrors().
608 errors = GetScriptErrors(itemId);
609
610 // Get a default non-null value to indicate success.
611 if (errors == null)
612 {
613 errors = new ArrayList();
614 }
615
616 // Post to CreateScriptInstanceEr() and wake it up
617 lock (m_scriptErrors)
618 {
619 m_scriptErrors[itemId] = errors;
620 System.Threading.Monitor.PulseAll(m_scriptErrors);
621 }
622 }
623
624 // Like StoreScriptErrors(), but just posts a single string message
625 private void StoreScriptError(UUID itemId, string message)
626 {
627 ArrayList errors = new ArrayList(1);
628 errors.Add(message);
629 StoreScriptErrors(itemId, errors);
478 } 630 }
479 631
480 /// <summary> 632 /// <summary>
@@ -487,15 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 639 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 640 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 641 {
490 bool scriptPresent = false; 642 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 643 {
500 if (!sceneObjectBeingDeleted) 644 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 645 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 709 /// <returns></returns>
566 private bool InventoryContainsName(string name) 710 private bool InventoryContainsName(string name)
567 { 711 {
568 lock (m_items) 712 m_items.LockItemsForRead(true);
713 foreach (TaskInventoryItem item in m_items.Values)
569 { 714 {
570 foreach (TaskInventoryItem item in m_items.Values) 715 if (item.Name == name)
571 { 716 {
572 if (item.Name == name) 717 m_items.LockItemsForRead(false);
573 return true; 718 return true;
574 } 719 }
575 } 720 }
721 m_items.LockItemsForRead(false);
576 return false; 722 return false;
577 } 723 }
578 724
@@ -614,8 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 760 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 761 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 762 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 763 m_items.LockItemsForRead(true);
618 764 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
765 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 766 foreach (TaskInventoryItem i in il)
620 { 767 {
621 if (i.Name == item.Name) 768 if (i.Name == item.Name)
@@ -653,14 +800,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 800 item.Name = name;
654 item.GroupID = m_part.GroupID; 801 item.GroupID = m_part.GroupID;
655 802
656 lock (m_items) 803 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 804 m_items.Add(item.ItemID, item);
658 805 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 806 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 807 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 808 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 809 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 810
664 m_inventorySerial++; 811 m_inventorySerial++;
665 //m_inventorySerial += 2; 812 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 813 HasInventoryChanged = true;
@@ -676,15 +823,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 823 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 824 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 825 {
679 lock (m_items) 826 m_items.LockItemsForWrite(true);
827 foreach (TaskInventoryItem item in items)
680 { 828 {
681 foreach (TaskInventoryItem item in items) 829 m_items.Add(item.ItemID, item);
682 { 830// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 831 }
832 m_items.LockItemsForWrite(false);
833
834 m_inventorySerial++;
688 } 835 }
689 836
690 /// <summary> 837 /// <summary>
@@ -695,23 +842,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 842 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 843 {
697 TaskInventoryItem item; 844 TaskInventoryItem item;
698 845 m_items.LockItemsForRead(true);
699 lock (m_items) 846 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 847 m_items.LockItemsForRead(false);
701
702 return item; 848 return item;
703 } 849 }
704 850
705 public TaskInventoryItem GetInventoryItem(string name) 851 public TaskInventoryItem GetInventoryItem(string name)
706 { 852 {
707 lock (m_items) 853 m_items.LockItemsForRead(true);
854 foreach (TaskInventoryItem item in m_items.Values)
708 { 855 {
709 foreach (TaskInventoryItem item in m_items.Values) 856 if (item.Name == name)
710 { 857 {
711 if (item.Name == name) 858 m_items.LockItemsForRead(false);
712 return item; 859 return item;
713 } 860 }
714 } 861 }
862 m_items.LockItemsForRead(false);
715 863
716 return null; 864 return null;
717 } 865 }
@@ -720,15 +868,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 868 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 869 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 870
723 lock (m_items) 871 m_items.LockItemsForRead(true);
872
873 foreach (TaskInventoryItem item in m_items.Values)
724 { 874 {
725 foreach (TaskInventoryItem item in m_items.Values) 875 if (item.Name == name)
726 { 876 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 877 }
731 878
879 m_items.LockItemsForRead(false);
880
732 return items; 881 return items;
733 } 882 }
734 883
@@ -747,6 +896,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 896 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 897 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 898
899 group.RootPart.AttachPoint = group.RootPart.Shape.State;
900 group.RootPart.AttachOffset = group.AbsolutePosition;
901 group.RootPart.AttachRotation = group.GroupRotation;
902
750 group.ResetIDs(); 903 group.ResetIDs();
751 904
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 905 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +974,9 @@ namespace OpenSim.Region.Framework.Scenes
821 974
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 975 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 976 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 977 m_items.LockItemsForWrite(true);
825 if (it != null) 978
979 if (m_items.ContainsKey(item.ItemID))
826 { 980 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 981// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 982
@@ -835,14 +989,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 989 item.GroupID = m_part.GroupID;
836 990
837 if (item.AssetID == UUID.Zero) 991 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 992 item.AssetID = m_items[item.ItemID].AssetID;
839 993
840 lock (m_items) 994 m_items[item.ItemID] = item;
841 { 995 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 996 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 997 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 998
@@ -851,7 +1001,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1001 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1002 m_part.ParentGroup.HasGroupChanged = true;
853 } 1003 }
854 1004 m_items.LockItemsForWrite(false);
855 return true; 1005 return true;
856 } 1006 }
857 else 1007 else
@@ -862,8 +1012,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1012 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1013 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1014 }
865 return false; 1015 m_items.LockItemsForWrite(false);
866 1016
1017 return false;
867 } 1018 }
868 1019
869 /// <summary> 1020 /// <summary>
@@ -874,43 +1025,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1025 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1026 public int RemoveInventoryItem(UUID itemID)
876 { 1027 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1028 m_items.LockItemsForRead(true);
878 if (item != null) 1029
1030 if (m_items.ContainsKey(itemID))
879 { 1031 {
880 int type = m_items[itemID].InvType; 1032 int type = m_items[itemID].InvType;
1033 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1034 if (type == 10) // Script
882 { 1035 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1036 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1037 }
1038 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1039 m_items.Remove(itemID);
1040 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1041 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1042 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1043
890 HasInventoryChanged = true; 1044 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1045 m_part.ParentGroup.HasGroupChanged = true;
892 1046
893 if (!ContainsScripts()) 1047 int scriptcount = 0;
1048 m_items.LockItemsForRead(true);
1049 foreach (TaskInventoryItem item in m_items.Values)
1050 {
1051 if (item.Type == 10)
1052 {
1053 scriptcount++;
1054 }
1055 }
1056 m_items.LockItemsForRead(false);
1057
1058
1059 if (scriptcount <= 0)
1060 {
894 m_part.RemFlag(PrimFlags.Scripted); 1061 m_part.RemFlag(PrimFlags.Scripted);
1062 }
895 1063
896 m_part.ScheduleFullUpdate(); 1064 m_part.ScheduleFullUpdate();
897 1065
898 return type; 1066 return type;
899
900 } 1067 }
901 else 1068 else
902 { 1069 {
1070 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1071 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1072 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1073 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1074 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1075 }
909 1076
910 return -1; 1077 return -1;
911 } 1078 }
912 1079
913 private bool CreateInventoryFile() 1080 private bool CreateInventoryFileName()
914 { 1081 {
915// m_log.DebugFormat( 1082// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1083// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1086,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1086 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1087 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1088 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1089 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1090 m_inventoryFileNameSerial = m_inventorySerial;
925 1091
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1092 return true;
983 } 1093 }
984 1094
985 // No need to recreate, the existing file is fine
986 return false; 1095 return false;
987 } 1096 }
988 1097
@@ -992,43 +1101,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1101 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1102 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1103 {
995 lock (m_items) 1104 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1105
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1106 bool includeAssets = false;
1006 return; 1107 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1108 includeAssets = true;
1109
1110 if (m_inventoryPrivileged != includeAssets)
1111 changed = true;
1112
1113 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1114
1115 Items.LockItemsForRead(true);
1116
1117 if (m_inventorySerial == 0) // No inventory
1118 {
1119 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1120 Items.LockItemsForRead(false);
1121 return;
1122 }
1008 1123
1009 CreateInventoryFile(); 1124 if (m_items.Count == 0) // No inventory
1125 {
1126 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1127 Items.LockItemsForRead(false);
1128 return;
1129 }
1010 1130
1011 // In principle, we should only do the rest if the inventory changed; 1131 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1132 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1133 if (m_inventoryFileData.Length > 2)
1019 { 1134 {
1020 // Add the file for Xfer 1135 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1136 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1137 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1138 Util.StringToBytes256(m_inventoryFileName));
1024 1139
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1140 Items.LockItemsForRead(false);
1141 return;
1026 } 1142 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1143 }
1144
1145 m_inventoryPrivileged = includeAssets;
1146
1147 foreach (TaskInventoryItem item in m_items.Values)
1148 {
1149 UUID ownerID = item.OwnerID;
1150 uint everyoneMask = 0;
1151 uint baseMask = item.BasePermissions;
1152 uint ownerMask = item.CurrentPermissions;
1153 uint groupMask = item.GroupPermissions;
1154
1155 invString.AddItemStart();
1156 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1157 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1158
1159 invString.AddPermissionsStart();
1160
1161 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1162 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1163 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1164 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1165 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1166
1167 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1168 invString.AddNameValueLine("owner_id", ownerID.ToString());
1169
1170 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1171
1172 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1173 invString.AddSectionEnd();
1174
1175 if (includeAssets)
1176 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1177 else
1178 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1179 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1180 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1181 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1182
1183 invString.AddSaleStart();
1184 invString.AddNameValueLine("sale_type", "not");
1185 invString.AddNameValueLine("sale_price", "0");
1186 invString.AddSectionEnd();
1187
1188 invString.AddNameValueLine("name", item.Name + "|");
1189 invString.AddNameValueLine("desc", item.Description + "|");
1190
1191 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1192 invString.AddSectionEnd();
1193 }
1194
1195 Items.LockItemsForRead(false);
1196
1197 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1198
1199 if (m_inventoryFileData.Length > 2)
1200 {
1201 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1202 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1203 Util.StringToBytes256(m_inventoryFileName));
1204 return;
1205 }
1206
1207 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1208 }
1033 1209
1034 /// <summary> 1210 /// <summary>
@@ -1037,13 +1213,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1213 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1214 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1215 {
1040 if (HasInventoryChanged) 1216// Removed this because linking will cause an immediate delete of the new
1041 { 1217// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1218// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1219// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1220// of prim inventory loss.
1221// if (HasInventoryChanged)
1222// {
1223 Items.LockItemsForRead(true);
1224 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1225 Items.LockItemsForRead(false);
1045 1226
1046 } 1227 HasInventoryChanged = false;
1228// }
1047 } 1229 }
1048 1230
1049 public class InventoryStringBuilder 1231 public class InventoryStringBuilder
@@ -1109,87 +1291,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1291 {
1110 uint mask=0x7fffffff; 1292 uint mask=0x7fffffff;
1111 1293
1112 lock (m_items) 1294 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1295 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1296 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1297 mask &= ~((uint)PermissionMask.Copy >> 13);
1298 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1299 mask &= ~((uint)PermissionMask.Transfer >> 13);
1300 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1301 mask &= ~((uint)PermissionMask.Modify >> 13);
1302
1303 if (item.InvType == (int)InventoryType.Object)
1115 { 1304 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1305 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1306 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1307 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1308 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1309 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1310 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1311 }
1312
1313 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1314 mask &= ~(uint)PermissionMask.Copy;
1315 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1316 mask &= ~(uint)PermissionMask.Transfer;
1317 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1318 mask &= ~(uint)PermissionMask.Modify;
1149 } 1319 }
1150
1151 return mask; 1320 return mask;
1152 } 1321 }
1153 1322
1154 public void ApplyNextOwnerPermissions() 1323 public void ApplyNextOwnerPermissions()
1155 { 1324 {
1156 lock (m_items) 1325 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1326 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1327 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1328 {
1160// m_log.DebugFormat ( 1329 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1330 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1331 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1332 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1333 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1334 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1335 }
1336 item.CurrentPermissions &= item.NextPermissions;
1337 item.BasePermissions &= item.NextPermissions;
1338 item.EveryonePermissions &= item.NextPermissions;
1339 item.OwnerChanged = true;
1340 item.PermsMask = 0;
1341 item.PermsGranter = UUID.Zero;
1181 } 1342 }
1182 } 1343 }
1183 1344
1184 public void ApplyGodPermissions(uint perms) 1345 public void ApplyGodPermissions(uint perms)
1185 { 1346 {
1186 lock (m_items) 1347 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1348 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1349 item.CurrentPermissions = perms;
1189 { 1350 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1351 }
1194 1352
1195 m_inventorySerial++; 1353 m_inventorySerial++;
@@ -1202,14 +1360,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1360 /// <returns></returns>
1203 public bool ContainsScripts() 1361 public bool ContainsScripts()
1204 { 1362 {
1205 lock (m_items) 1363 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1364 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1365 if (item.InvType == (int)InventoryType.LSL)
1208 { 1366 {
1209 if (item.InvType == (int)InventoryType.LSL) 1367 return true;
1210 {
1211 return true;
1212 }
1213 } 1368 }
1214 } 1369 }
1215 1370
@@ -1223,17 +1378,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1378 public int ScriptCount()
1224 { 1379 {
1225 int count = 0; 1380 int count = 0;
1226 lock (m_items) 1381 Items.LockItemsForRead(true);
1382 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1383 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1384 if (item.InvType == (int)InventoryType.LSL)
1229 { 1385 {
1230 if (item.InvType == (int)InventoryType.LSL) 1386 count++;
1231 {
1232 count++;
1233 }
1234 } 1387 }
1235 } 1388 }
1236 1389 Items.LockItemsForRead(false);
1237 return count; 1390 return count;
1238 } 1391 }
1239 /// <summary> 1392 /// <summary>
@@ -1269,11 +1422,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1422 {
1270 List<UUID> ret = new List<UUID>(); 1423 List<UUID> ret = new List<UUID>();
1271 1424
1272 lock (m_items) 1425 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1426 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1427
1278 return ret; 1428 return ret;
1279 } 1429 }
@@ -1282,8 +1432,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1432 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1433 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1434
1285 lock (m_items) 1435 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1436 ret = new List<TaskInventoryItem>(m_items.Values);
1437 Items.LockItemsForRead(false);
1287 1438
1288 return ret; 1439 return ret;
1289 } 1440 }
@@ -1292,18 +1443,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1443 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1444 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1445
1295 lock (m_items) 1446 Items.LockItemsForRead(true);
1296 { 1447
1297 foreach (TaskInventoryItem item in m_items.Values) 1448 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1449 if (item.InvType == (int)type)
1299 ret.Add(item); 1450 ret.Add(item);
1300 } 1451
1452 Items.LockItemsForRead(false);
1301 1453
1302 return ret; 1454 return ret;
1303 } 1455 }
1304 1456
1305 public Dictionary<UUID, string> GetScriptStates() 1457 public Dictionary<UUID, string> GetScriptStates()
1306 { 1458 {
1459 return GetScriptStates(false);
1460 }
1461
1462 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1463 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1464 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1465
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1466 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1486,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1486 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1487 if (n != String.Empty)
1331 { 1488 {
1332 if (!ret.ContainsKey(item.ItemID)) 1489 if (oldIDs)
1333 ret[item.ItemID] = n; 1490 {
1491 if (!ret.ContainsKey(item.OldItemID))
1492 ret[item.OldItemID] = n;
1493 }
1494 else
1495 {
1496 if (!ret.ContainsKey(item.ItemID))
1497 ret[item.ItemID] = n;
1498 }
1334 break; 1499 break;
1335 } 1500 }
1336 } 1501 }
1337 } 1502 }
1338 } 1503 }
1339
1340 return ret; 1504 return ret;
1341 } 1505 }
1342 1506
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f3b923f..322afd2 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;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -226,8 +230,6 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 230 /// </summary>
227 public bool LandAtTarget { get; private set; } 231 public bool LandAtTarget { get; private set; }
228 232
229 private bool m_followCamAuto;
230
231 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
232 private const int NumMovementsBetweenRayCast = 5; 234 private const int NumMovementsBetweenRayCast = 5;
233 235
@@ -235,6 +237,13 @@ namespace OpenSim.Region.Framework.Scenes
235 //private int m_moveToPositionStateStatus; 237 //private int m_moveToPositionStateStatus;
236 //***************************************************** 238 //*****************************************************
237 239
240 private bool m_collisionEventFlag = false;
241 private object m_collisionEventLock = new Object();
242
243 private int m_movementAnimationUpdateCounter = 0;
244
245 private Vector3 m_prevSitOffset;
246
238 protected AvatarAppearance m_appearance; 247 protected AvatarAppearance m_appearance;
239 248
240 public AvatarAppearance Appearance 249 public AvatarAppearance Appearance
@@ -349,6 +358,9 @@ namespace OpenSim.Region.Framework.Scenes
349 /// </summary> 358 /// </summary>
350 protected Vector3 m_lastCameraPosition; 359 protected Vector3 m_lastCameraPosition;
351 360
361 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
362 private bool m_doingCamRayCast = false;
363
352 public Vector3 CameraPosition { get; set; } 364 public Vector3 CameraPosition { get; set; }
353 365
354 public Quaternion CameraRotation 366 public Quaternion CameraRotation
@@ -429,7 +441,9 @@ namespace OpenSim.Region.Framework.Scenes
429 get { return (IClientCore)ControllingClient; } 441 get { return (IClientCore)ControllingClient; }
430 } 442 }
431 443
432 public Vector3 ParentPosition { get; set; } 444 public UUID COF { get; set; }
445
446// public Vector3 ParentPosition { get; set; }
433 447
434 /// <summary> 448 /// <summary>
435 /// Position of this avatar relative to the region the avatar is in 449 /// Position of this avatar relative to the region the avatar is in
@@ -490,7 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
490 if (ParentID == 0) 504 if (ParentID == 0)
491 { 505 {
492 m_pos = value; 506 m_pos = value;
493 ParentPosition = Vector3.Zero; 507// ParentPosition = Vector3.Zero;
494 } 508 }
495 509
496 //m_log.DebugFormat( 510 //m_log.DebugFormat(
@@ -559,7 +573,24 @@ namespace OpenSim.Region.Framework.Scenes
559// Scene.RegionInfo.RegionName, Name, m_velocity); 573// Scene.RegionInfo.RegionName, Name, m_velocity);
560 } 574 }
561 } 575 }
576/*
577 public override Vector3 AngularVelocity
578 {
579 get
580 {
581 if (PhysicsActor != null)
582 {
583 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
562 584
585 // m_log.DebugFormat(
586 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
587 // m_velocity, Name, Scene.RegionInfo.RegionName);
588 }
589
590 return m_rotationalvelocity;
591 }
592 }
593*/
563 private Quaternion m_bodyRot = Quaternion.Identity; 594 private Quaternion m_bodyRot = Quaternion.Identity;
564 595
565 /// <summary> 596 /// <summary>
@@ -582,8 +613,16 @@ namespace OpenSim.Region.Framework.Scenes
582 m_bodyRot = value; 613 m_bodyRot = value;
583 614
584 if (PhysicsActor != null) 615 if (PhysicsActor != null)
585 PhysicsActor.Orientation = m_bodyRot; 616 {
586 617 try
618 {
619 PhysicsActor.Orientation = m_bodyRot;
620 }
621 catch (Exception e)
622 {
623 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
624 }
625 }
587// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 626// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
588 } 627 }
589 } 628 }
@@ -597,12 +636,20 @@ namespace OpenSim.Region.Framework.Scenes
597 } 636 }
598 637
599 public bool IsChildAgent { get; set; } 638 public bool IsChildAgent { get; set; }
639 public bool IsLoggingIn { get; set; }
600 640
601 /// <summary> 641 /// <summary>
602 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 642 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
603 /// </summary> 643 /// </summary>
604 public uint ParentID { get; set; } 644 public uint ParentID { get; set; }
605 645
646 public UUID ParentUUID
647 {
648 get { return m_parentUUID; }
649 set { m_parentUUID = value; }
650 }
651 private UUID m_parentUUID = UUID.Zero;
652
606 /// <summary> 653 /// <summary>
607 /// Are we sitting on an object? 654 /// Are we sitting on an object?
608 /// </summary> 655 /// </summary>
@@ -752,6 +799,7 @@ namespace OpenSim.Region.Framework.Scenes
752 AttachmentsSyncLock = new Object(); 799 AttachmentsSyncLock = new Object();
753 AllowMovement = true; 800 AllowMovement = true;
754 IsChildAgent = true; 801 IsChildAgent = true;
802 IsLoggingIn = false;
755 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 803 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
756 Animator = new ScenePresenceAnimator(this); 804 Animator = new ScenePresenceAnimator(this);
757 PresenceType = type; 805 PresenceType = type;
@@ -795,6 +843,33 @@ namespace OpenSim.Region.Framework.Scenes
795 Appearance = appearance; 843 Appearance = appearance;
796 } 844 }
797 845
846 private void RegionHeartbeatEnd(Scene scene)
847 {
848 if (IsChildAgent)
849 return;
850
851 m_movementAnimationUpdateCounter ++;
852 if (m_movementAnimationUpdateCounter >= 2)
853 {
854 m_movementAnimationUpdateCounter = 0;
855 if (Animator != null)
856 {
857 // If the parentID == 0 we are not sitting
858 // if !SitGournd then we are not sitting on the ground
859 // Fairly straightforward, now here comes the twist
860 // if ParentUUID is NOT UUID.Zero, we are looking to
861 // be sat on an object that isn't there yet. Should
862 // be treated as if sat.
863 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
864 Animator.UpdateMovementAnimations();
865 }
866 else
867 {
868 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
869 }
870 }
871 }
872
798 public void RegisterToEvents() 873 public void RegisterToEvents()
799 { 874 {
800 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 875 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -804,8 +879,10 @@ namespace OpenSim.Region.Framework.Scenes
804 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 879 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
805 ControllingClient.OnStartAnim += HandleStartAnim; 880 ControllingClient.OnStartAnim += HandleStartAnim;
806 ControllingClient.OnStopAnim += HandleStopAnim; 881 ControllingClient.OnStopAnim += HandleStopAnim;
882 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
807 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 883 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
808 ControllingClient.OnAutoPilotGo += MoveToTarget; 884 ControllingClient.OnAutoPilotGo += MoveToTarget;
885 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
809 886
810 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 887 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
811 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 888 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -864,10 +941,40 @@ namespace OpenSim.Region.Framework.Scenes
864 "[SCENE]: Upgrading child to root agent for {0} in {1}", 941 "[SCENE]: Upgrading child to root agent for {0} in {1}",
865 Name, m_scene.RegionInfo.RegionName); 942 Name, m_scene.RegionInfo.RegionName);
866 943
867 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
868
869 bool wasChild = IsChildAgent; 944 bool wasChild = IsChildAgent;
870 IsChildAgent = false; 945
946 if (ParentUUID != UUID.Zero)
947 {
948 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
949 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
950 if (part == null)
951 {
952 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
953 }
954 else
955 {
956 part.ParentGroup.AddAvatar(UUID);
957 if (part.SitTargetPosition != Vector3.Zero)
958 part.SitTargetAvatar = UUID;
959// ParentPosition = part.GetWorldPosition();
960 ParentID = part.LocalId;
961 ParentPart = part;
962 m_pos = m_prevSitOffset;
963// pos = ParentPosition;
964 pos = part.GetWorldPosition();
965 }
966 ParentUUID = UUID.Zero;
967
968 IsChildAgent = false;
969
970// Animator.TrySetMovementAnimation("SIT");
971 }
972 else
973 {
974 IsChildAgent = false;
975 IsLoggingIn = false;
976 }
977
871 978
872 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 979 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
873 if (gm != null) 980 if (gm != null)
@@ -877,70 +984,106 @@ namespace OpenSim.Region.Framework.Scenes
877 984
878 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 985 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
879 986
880 // Moved this from SendInitialData to ensure that Appearance is initialized 987 UUID groupUUID = UUID.Zero;
881 // before the inventory is processed in MakeRootAgent. This fixes a race condition 988 string GroupName = string.Empty;
882 // related to the handling of attachments 989 ulong groupPowers = 0;
883 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
884 990
885 if (m_scene.TestBorderCross(pos, Cardinals.E)) 991 // ----------------------------------
992 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
993 try
886 { 994 {
887 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 995 if (gm != null)
888 pos.X = crossedBorder.BorderLine.Z - 1; 996 {
997 groupUUID = ControllingClient.ActiveGroupId;
998 GroupRecord record = gm.GetGroupRecord(groupUUID);
999 if (record != null)
1000 GroupName = record.GroupName;
1001 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1002 if (groupMembershipData != null)
1003 groupPowers = groupMembershipData.GroupPowers;
1004 }
1005 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1006 Grouptitle);
889 } 1007 }
890 1008 catch (Exception e)
891 if (m_scene.TestBorderCross(pos, Cardinals.N))
892 { 1009 {
893 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1010 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
894 pos.Y = crossedBorder.BorderLine.Z - 1;
895 } 1011 }
1012 // ------------------------------------
896 1013
897 CheckAndAdjustLandingPoint(ref pos); 1014 if (ParentID == 0)
898
899 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
900 { 1015 {
901 m_log.WarnFormat( 1016 // Moved this from SendInitialData to ensure that Appearance is initialized
902 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1017 // before the inventory is processed in MakeRootAgent. This fixes a race condition
903 pos, Name, UUID); 1018 // related to the handling of attachments
1019 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1020 if (m_scene.TestBorderCross(pos, Cardinals.E))
1021 {
1022 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1023 pos.X = crossedBorder.BorderLine.Z - 1;
1024 }
904 1025
905 if (pos.X < 0f) pos.X = 0f; 1026 if (m_scene.TestBorderCross(pos, Cardinals.N))
906 if (pos.Y < 0f) pos.Y = 0f; 1027 {
907 if (pos.Z < 0f) pos.Z = 0f; 1028 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
908 } 1029 pos.Y = crossedBorder.BorderLine.Z - 1;
1030 }
909 1031
910 float localAVHeight = 1.56f; 1032 CheckAndAdjustLandingPoint(ref pos);
911 if (Appearance.AvatarHeight > 0)
912 localAVHeight = Appearance.AvatarHeight;
913 1033
914 float posZLimit = 0; 1034 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1035 {
1036 m_log.WarnFormat(
1037 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1038 pos, Name, UUID);
915 1039
916 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1040 if (pos.X < 0f) pos.X = 0f;
917 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1041 if (pos.Y < 0f) pos.Y = 0f;
918 1042 if (pos.Z < 0f) pos.Z = 0f;
919 float newPosZ = posZLimit + localAVHeight / 2; 1043 }
920 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
921 {
922 pos.Z = newPosZ;
923 }
924 AbsolutePosition = pos;
925 1044
926 AddToPhysicalScene(isFlying); 1045 float localAVHeight = 1.56f;
1046 if (Appearance.AvatarHeight > 0)
1047 localAVHeight = Appearance.AvatarHeight;
927 1048
928 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1049 float posZLimit = 0;
929 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
930 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
931 // the value to a negative position which does not trigger the border cross.
932 // This may not be the best location for this.
933 CheckForBorderCrossing();
934 1050
935 if (ForceFly) 1051 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
936 { 1052 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
937 Flying = true; 1053
938 } 1054 float newPosZ = posZLimit + localAVHeight / 2;
939 else if (FlyDisabled) 1055 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
940 { 1056 {
941 Flying = false; 1057 pos.Z = newPosZ;
942 } 1058 }
1059 AbsolutePosition = pos;
943 1060
1061 if (m_teleportFlags == TeleportFlags.Default)
1062 {
1063 Vector3 vel = Velocity;
1064 AddToPhysicalScene(isFlying);
1065 if (PhysicsActor != null)
1066 PhysicsActor.SetMomentum(vel);
1067 }
1068 else
1069 AddToPhysicalScene(isFlying);
1070
1071 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1072 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1073 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1074 // the value to a negative position which does not trigger the border cross.
1075 // This may not be the best location for this.
1076 CheckForBorderCrossing();
1077
1078 if (ForceFly)
1079 {
1080 Flying = true;
1081 }
1082 else if (FlyDisabled)
1083 {
1084 Flying = false;
1085 }
1086 }
944 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1087 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
945 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1088 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
946 // elsewhere anyway 1089 // elsewhere anyway
@@ -960,14 +1103,19 @@ namespace OpenSim.Region.Framework.Scenes
960 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1103 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
961 1104
962 // Resume scripts 1105 // Resume scripts
963 foreach (SceneObjectGroup sog in m_attachments) 1106 Util.FireAndForget(delegate(object x) {
964 { 1107 foreach (SceneObjectGroup sog in m_attachments)
965 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1108 {
966 sog.ResumeScripts(); 1109 sog.ScheduleGroupForFullUpdate();
967 } 1110 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1111 sog.ResumeScripts();
1112 }
1113 });
968 } 1114 }
969 } 1115 }
970 1116
1117 SendAvatarDataToAllAgents();
1118
971 // send the animations of the other presences to me 1119 // send the animations of the other presences to me
972 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1120 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
973 { 1121 {
@@ -978,9 +1126,12 @@ namespace OpenSim.Region.Framework.Scenes
978 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1126 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
979 // stall on the border crossing since the existing child agent will still have the last movement 1127 // stall on the border crossing since the existing child agent will still have the last movement
980 // recorded, which stops the input from being processed. 1128 // recorded, which stops the input from being processed.
1129
981 MovementFlag = 0; 1130 MovementFlag = 0;
982 1131
983 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1132 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1133
1134 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
984 } 1135 }
985 1136
986 public int GetStateSource() 1137 public int GetStateSource()
@@ -1008,12 +1159,16 @@ namespace OpenSim.Region.Framework.Scenes
1008 /// </remarks> 1159 /// </remarks>
1009 public void MakeChildAgent() 1160 public void MakeChildAgent()
1010 { 1161 {
1162 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1163
1011 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1164 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1012 1165
1013 // Reset these so that teleporting in and walking out isn't seen 1166 // Reset these so that teleporting in and walking out isn't seen
1014 // as teleporting back 1167 // as teleporting back
1015 TeleportFlags = TeleportFlags.Default; 1168 TeleportFlags = TeleportFlags.Default;
1016 1169
1170 MovementFlag = 0;
1171
1017 // It looks like Animator is set to null somewhere, and MakeChild 1172 // It looks like Animator is set to null somewhere, and MakeChild
1018 // is called after that. Probably in aborted teleports. 1173 // is called after that. Probably in aborted teleports.
1019 if (Animator == null) 1174 if (Animator == null)
@@ -1021,6 +1176,7 @@ namespace OpenSim.Region.Framework.Scenes
1021 else 1176 else
1022 Animator.ResetAnimations(); 1177 Animator.ResetAnimations();
1023 1178
1179
1024// m_log.DebugFormat( 1180// m_log.DebugFormat(
1025// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1181// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1026// Name, UUID, m_scene.RegionInfo.RegionName); 1182// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1032,6 +1188,7 @@ namespace OpenSim.Region.Framework.Scenes
1032 IsChildAgent = true; 1188 IsChildAgent = true;
1033 m_scene.SwapRootAgentCount(true); 1189 m_scene.SwapRootAgentCount(true);
1034 RemoveFromPhysicalScene(); 1190 RemoveFromPhysicalScene();
1191 ParentID = 0; // Child agents can't be sitting
1035 1192
1036 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1193 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1037 1194
@@ -1047,9 +1204,9 @@ namespace OpenSim.Region.Framework.Scenes
1047 { 1204 {
1048// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1205// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1049 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1206 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1050 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1051 PhysicsActor.UnSubscribeEvents();
1052 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1207 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1208 PhysicsActor.UnSubscribeEvents();
1209 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1053 PhysicsActor = null; 1210 PhysicsActor = null;
1054 } 1211 }
1055// else 1212// else
@@ -1066,7 +1223,7 @@ namespace OpenSim.Region.Framework.Scenes
1066 /// <param name="pos"></param> 1223 /// <param name="pos"></param>
1067 public void Teleport(Vector3 pos) 1224 public void Teleport(Vector3 pos)
1068 { 1225 {
1069 TeleportWithMomentum(pos, null); 1226 TeleportWithMomentum(pos, Vector3.Zero);
1070 } 1227 }
1071 1228
1072 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1229 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1090,6 +1247,41 @@ namespace OpenSim.Region.Framework.Scenes
1090 SendTerseUpdateToAllClients(); 1247 SendTerseUpdateToAllClients();
1091 } 1248 }
1092 1249
1250 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1251 {
1252 CheckLandingPoint(ref newpos);
1253 AbsolutePosition = newpos;
1254
1255 if (newvel.HasValue)
1256 {
1257 if ((Vector3)newvel == Vector3.Zero)
1258 {
1259 if (PhysicsActor != null)
1260 PhysicsActor.SetMomentum(Vector3.Zero);
1261 m_velocity = Vector3.Zero;
1262 }
1263 else
1264 {
1265 if (PhysicsActor != null)
1266 PhysicsActor.SetMomentum((Vector3)newvel);
1267 m_velocity = (Vector3)newvel;
1268
1269 if (rotateToVelXY)
1270 {
1271 Vector3 lookAt = (Vector3)newvel;
1272 lookAt.Z = 0;
1273 lookAt.Normalize();
1274 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1275 return;
1276 }
1277 }
1278 }
1279
1280 SendTerseUpdateToAllClients();
1281 }
1282
1283
1284
1093 public void StopFlying() 1285 public void StopFlying()
1094 { 1286 {
1095 ControllingClient.StopFlying(this); 1287 ControllingClient.StopFlying(this);
@@ -1259,6 +1451,13 @@ namespace OpenSim.Region.Framework.Scenes
1259 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1451 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1260 } 1452 }
1261 1453
1454 public void SetSize(Vector3 size, float feetoffset)
1455 {
1456 if (PhysicsActor != null && !IsChildAgent)
1457 PhysicsActor.setAvatarSize(size, feetoffset);
1458
1459 }
1460
1262 /// <summary> 1461 /// <summary>
1263 /// Complete Avatar's movement into the region. 1462 /// Complete Avatar's movement into the region.
1264 /// </summary> 1463 /// </summary>
@@ -1278,7 +1477,8 @@ namespace OpenSim.Region.Framework.Scenes
1278 1477
1279 Vector3 look = Velocity; 1478 Vector3 look = Velocity;
1280 1479
1281 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1480 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1481 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1282 { 1482 {
1283 look = new Vector3(0.99f, 0.042f, 0); 1483 look = new Vector3(0.99f, 0.042f, 0);
1284 } 1484 }
@@ -1328,13 +1528,15 @@ namespace OpenSim.Region.Framework.Scenes
1328 // Create child agents in neighbouring regions 1528 // Create child agents in neighbouring regions
1329 if (openChildAgents && !IsChildAgent) 1529 if (openChildAgents && !IsChildAgent)
1330 { 1530 {
1531
1331 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1532 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1332 if (m_agentTransfer != null) 1533 if (m_agentTransfer != null)
1333 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1534 m_agentTransfer.EnableChildAgents(this);
1334 1535
1335 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1536 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1336 if (friendsModule != null) 1537 if (friendsModule != null)
1337 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1538 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1539
1338 } 1540 }
1339 1541
1340 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1542 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1359,36 +1561,69 @@ namespace OpenSim.Region.Framework.Scenes
1359 /// <param name="collisionPoint"></param> 1561 /// <param name="collisionPoint"></param>
1360 /// <param name="localid"></param> 1562 /// <param name="localid"></param>
1361 /// <param name="distance"></param> 1563 /// <param name="distance"></param>
1564 ///
1565
1566 private void UpdateCameraCollisionPlane(Vector4 plane)
1567 {
1568 if (m_lastCameraCollisionPlane != plane)
1569 {
1570 m_lastCameraCollisionPlane = plane;
1571 ControllingClient.SendCameraConstraint(plane);
1572 }
1573 }
1574
1362 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1575 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1363 { 1576 {
1364 const float POSITION_TOLERANCE = 0.02f; 1577 const float POSITION_TOLERANCE = 0.02f;
1365 const float VELOCITY_TOLERANCE = 0.02f;
1366 const float ROTATION_TOLERANCE = 0.02f; 1578 const float ROTATION_TOLERANCE = 0.02f;
1367 1579
1368 if (m_followCamAuto) 1580 m_doingCamRayCast = false;
1581 if (hitYN && localid != LocalId)
1369 { 1582 {
1370 if (hitYN) 1583 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1584 bool IsPrim = group != null;
1585 if (IsPrim)
1371 { 1586 {
1372 CameraConstraintActive = true; 1587 SceneObjectPart part = group.GetPart(localid);
1373 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1588 if (part != null && !part.VolumeDetectActive)
1374 1589 {
1375 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1590 CameraConstraintActive = true;
1376 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1591 pNormal.X = (float) Math.Round(pNormal.X, 2);
1592 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1593 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1594 pNormal.Normalize();
1595 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1596 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1597 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1598
1599 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1600 Vector3.Dot(collisionPoint, pNormal));
1601 UpdateCameraCollisionPlane(plane);
1602 }
1377 } 1603 }
1378 else 1604 else
1379 { 1605 {
1380 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1606 CameraConstraintActive = true;
1381 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1607 pNormal.X = (float) Math.Round(pNormal.X, 2);
1382 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1608 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1383 { 1609 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1384 if (CameraConstraintActive) 1610 pNormal.Normalize();
1385 { 1611 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1386 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1612 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1387 CameraConstraintActive = false; 1613 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1388 } 1614
1389 } 1615 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1616 Vector3.Dot(collisionPoint, pNormal));
1617 UpdateCameraCollisionPlane(plane);
1390 } 1618 }
1391 } 1619 }
1620 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1621 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1622 {
1623 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1624 UpdateCameraCollisionPlane(plane);
1625 CameraConstraintActive = false;
1626 }
1392 } 1627 }
1393 1628
1394 /// <summary> 1629 /// <summary>
@@ -1462,12 +1697,6 @@ namespace OpenSim.Region.Framework.Scenes
1462 // DrawDistance = agentData.Far; 1697 // DrawDistance = agentData.Far;
1463 DrawDistance = Scene.DefaultDrawDistance; 1698 DrawDistance = Scene.DefaultDrawDistance;
1464 1699
1465 // Check if Client has camera in 'follow cam' or 'build' mode.
1466 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1467
1468 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1469 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1470
1471 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1700 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1472 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1701 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1473 1702
@@ -1487,14 +1716,38 @@ namespace OpenSim.Region.Framework.Scenes
1487 StandUp(); 1716 StandUp();
1488 } 1717 }
1489 1718
1490 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1491 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1719 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1492 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1720 // this exclude checks may not be complete
1721
1722 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1493 { 1723 {
1494 if (m_followCamAuto) 1724 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1495 { 1725 {
1496 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1726 Vector3 posAdjusted = AbsolutePosition;
1497 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1727// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1728 posAdjusted.Z += 1.0f; // viewer current camera focus point
1729 Vector3 tocam = CameraPosition - posAdjusted;
1730 tocam.X = (float)Math.Round(tocam.X, 1);
1731 tocam.Y = (float)Math.Round(tocam.Y, 1);
1732 tocam.Z = (float)Math.Round(tocam.Z, 1);
1733
1734 float distTocamlen = tocam.Length();
1735 if (distTocamlen > 0.3f)
1736 {
1737 tocam *= (1.0f / distTocamlen);
1738 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1739 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1740 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1741
1742 m_doingCamRayCast = true;
1743 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1744 }
1745 }
1746 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1747 {
1748 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1749 UpdateCameraCollisionPlane(plane);
1750 CameraConstraintActive = false;
1498 } 1751 }
1499 } 1752 }
1500 1753
@@ -1959,7 +2212,8 @@ namespace OpenSim.Region.Framework.Scenes
1959// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2212// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1960 2213
1961 MovingToTarget = false; 2214 MovingToTarget = false;
1962 MoveToPositionTarget = Vector3.Zero; 2215// MoveToPositionTarget = Vector3.Zero;
2216 m_forceToApply = null; // cancel possible last action
1963 2217
1964 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2218 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1965 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2219 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -1977,12 +2231,17 @@ namespace OpenSim.Region.Framework.Scenes
1977// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2231// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1978 2232
1979 SitGround = false; 2233 SitGround = false;
2234
2235/* move this down so avatar gets physical in the new position and not where it is siting
1980 if (PhysicsActor == null) 2236 if (PhysicsActor == null)
1981 AddToPhysicalScene(false); 2237 AddToPhysicalScene(false);
2238 */
1982 2239
1983 if (ParentID != 0) 2240 if (ParentID != 0)
1984 { 2241 {
1985 SceneObjectPart part = ParentPart; 2242 SceneObjectPart part = ParentPart;
2243 UnRegisterSeatControls(part.ParentGroup.UUID);
2244
1986 TaskInventoryDictionary taskIDict = part.TaskInventory; 2245 TaskInventoryDictionary taskIDict = part.TaskInventory;
1987 if (taskIDict != null) 2246 if (taskIDict != null)
1988 { 2247 {
@@ -1998,14 +2257,22 @@ namespace OpenSim.Region.Framework.Scenes
1998 } 2257 }
1999 } 2258 }
2000 2259
2001 ParentPosition = part.GetWorldPosition(); 2260 part.ParentGroup.DeleteAvatar(UUID);
2261// ParentPosition = part.GetWorldPosition();
2002 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2262 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2003 2263
2004 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2264// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2005 ParentPosition = Vector3.Zero; 2265// ParentPosition = Vector3.Zero;
2266 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2267 if (part.SitTargetAvatar == UUID)
2268 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
2006 2269
2007 ParentID = 0; 2270 ParentID = 0;
2008 ParentPart = null; 2271 ParentPart = null;
2272
2273 if (PhysicsActor == null)
2274 AddToPhysicalScene(false);
2275
2009 SendAvatarDataToAllAgents(); 2276 SendAvatarDataToAllAgents();
2010 m_requestedSitTargetID = 0; 2277 m_requestedSitTargetID = 0;
2011 2278
@@ -2015,6 +2282,9 @@ namespace OpenSim.Region.Framework.Scenes
2015 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2282 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2016 } 2283 }
2017 2284
2285 else if (PhysicsActor == null)
2286 AddToPhysicalScene(false);
2287
2018 Animator.TrySetMovementAnimation("STAND"); 2288 Animator.TrySetMovementAnimation("STAND");
2019 } 2289 }
2020 2290
@@ -2062,11 +2332,8 @@ namespace OpenSim.Region.Framework.Scenes
2062 if (part == null) 2332 if (part == null)
2063 return; 2333 return;
2064 2334
2065 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2066 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2067
2068 if (PhysicsActor != null) 2335 if (PhysicsActor != null)
2069 m_sitAvatarHeight = PhysicsActor.Size.Z; 2336 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2070 2337
2071 bool canSit = false; 2338 bool canSit = false;
2072 Vector3 pos = part.AbsolutePosition + offset; 2339 Vector3 pos = part.AbsolutePosition + offset;
@@ -2083,31 +2350,31 @@ namespace OpenSim.Region.Framework.Scenes
2083 } 2350 }
2084 else 2351 else
2085 { 2352 {
2353 if (PhysicsSit(part,offset)) // physics engine
2354 return;
2355
2086 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2356 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2087 { 2357 {
2088// m_log.DebugFormat(
2089// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2090// Name, part.Name, part.LocalId);
2091 2358
2092 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2359 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2093 canSit = true; 2360 canSit = true;
2094 } 2361 }
2095// else
2096// {
2097// m_log.DebugFormat(
2098// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2099// Name, part.Name, part.LocalId);
2100// }
2101 } 2362 }
2102 2363
2103 if (canSit) 2364 if (canSit)
2104 { 2365 {
2366
2105 if (PhysicsActor != null) 2367 if (PhysicsActor != null)
2106 { 2368 {
2107 // We can remove the physicsActor until they stand up. 2369 // We can remove the physicsActor until they stand up.
2108 RemoveFromPhysicalScene(); 2370 RemoveFromPhysicalScene();
2109 } 2371 }
2110 2372
2373 if (MovingToTarget)
2374 ResetMoveToTarget();
2375
2376 Velocity = Vector3.Zero;
2377
2111 part.AddSittingAvatar(UUID); 2378 part.AddSittingAvatar(UUID);
2112 2379
2113 cameraAtOffset = part.GetCameraAtOffset(); 2380 cameraAtOffset = part.GetCameraAtOffset();
@@ -2115,7 +2382,7 @@ namespace OpenSim.Region.Framework.Scenes
2115 forceMouselook = part.GetForceMouselook(); 2382 forceMouselook = part.GetForceMouselook();
2116 2383
2117 ControllingClient.SendSitResponse( 2384 ControllingClient.SendSitResponse(
2118 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2385 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2119 2386
2120 m_requestedSitTargetUUID = targetID; 2387 m_requestedSitTargetUUID = targetID;
2121 2388
@@ -2129,6 +2396,9 @@ namespace OpenSim.Region.Framework.Scenes
2129 2396
2130 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2397 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2131 { 2398 {
2399 if (IsChildAgent)
2400 return;
2401
2132 if (ParentID != 0) 2402 if (ParentID != 0)
2133 { 2403 {
2134 if (ParentPart.UUID == targetID) 2404 if (ParentPart.UUID == targetID)
@@ -2144,14 +2414,6 @@ namespace OpenSim.Region.Framework.Scenes
2144 m_requestedSitTargetID = part.LocalId; 2414 m_requestedSitTargetID = part.LocalId;
2145 m_requestedSitTargetUUID = targetID; 2415 m_requestedSitTargetUUID = targetID;
2146 2416
2147// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2148
2149 if (m_scene.PhysicsScene.SupportsRayCast())
2150 {
2151 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2152 //SitRayCastAvatarPosition(part);
2153 //return;
2154 }
2155 } 2417 }
2156 else 2418 else
2157 { 2419 {
@@ -2161,197 +2423,111 @@ namespace OpenSim.Region.Framework.Scenes
2161 SendSitResponse(targetID, offset, Quaternion.Identity); 2423 SendSitResponse(targetID, offset, Quaternion.Identity);
2162 } 2424 }
2163 2425
2164 /* 2426 // returns false if does not suport so older sit can be tried
2165 public void SitRayCastAvatarPosition(SceneObjectPart part) 2427 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2166 { 2428 {
2167 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2429 if (part == null || part.ParentGroup.IsAttachment)
2168 Vector3 StartRayCastPosition = AbsolutePosition;
2169 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2170 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2171 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2172 }
2173
2174 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2175 {
2176 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2177 if (part != null)
2178 {
2179 if (hitYN)
2180 {
2181 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2182 {
2183 SitRaycastFindEdge(collisionPoint, normal);
2184 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2185 }
2186 else
2187 {
2188 SitRayCastAvatarPositionCameraZ(part);
2189 }
2190 }
2191 else
2192 {
2193 SitRayCastAvatarPositionCameraZ(part);
2194 }
2195 }
2196 else
2197 { 2430 {
2198 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2431 return true;
2199 m_requestedSitTargetUUID = UUID.Zero;
2200 m_requestedSitTargetID = 0;
2201 m_requestedSitOffset = Vector3.Zero;
2202 } 2432 }
2203 2433
2204 } 2434 if ( m_scene.PhysicsScene == null)
2435 return false;
2205 2436
2206 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2437 if (part.PhysActor == null)
2207 {
2208 // Next, try to raycast from the camera Z position
2209 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2210 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2211 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2212 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2213 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2214 }
2215
2216 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2217 {
2218 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2219 if (part != null)
2220 { 2438 {
2221 if (hitYN) 2439 // none physcis shape
2222 { 2440 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2223 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2441 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2224 {
2225 SitRaycastFindEdge(collisionPoint, normal);
2226 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2227 }
2228 else
2229 {
2230 SitRayCastCameraPosition(part);
2231 }
2232 }
2233 else 2442 else
2234 { 2443 { // non physical phantom TODO
2235 SitRayCastCameraPosition(part); 2444 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2445 return false;
2236 } 2446 }
2237 } 2447 return true;
2238 else
2239 {
2240 ControllingClient.SendAlertMessage("Sit position no longer exists");
2241 m_requestedSitTargetUUID = UUID.Zero;
2242 m_requestedSitTargetID = 0;
2243 m_requestedSitOffset = Vector3.Zero;
2244 } 2448 }
2245 2449
2246 }
2247 2450
2248 public void SitRayCastCameraPosition(SceneObjectPart part) 2451 // not doing autopilot
2249 { 2452 m_requestedSitTargetID = 0;
2250 // Next, try to raycast from the camera position
2251 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2252 Vector3 StartRayCastPosition = CameraPosition;
2253 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2254 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2255 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2256 }
2257 2453
2258 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2454 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2259 { 2455 return true;
2260 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2261 if (part != null)
2262 {
2263 if (hitYN)
2264 {
2265 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2266 {
2267 SitRaycastFindEdge(collisionPoint, normal);
2268 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2269 }
2270 else
2271 {
2272 SitRayHorizontal(part);
2273 }
2274 }
2275 else
2276 {
2277 SitRayHorizontal(part);
2278 }
2279 }
2280 else
2281 {
2282 ControllingClient.SendAlertMessage("Sit position no longer exists");
2283 m_requestedSitTargetUUID = UUID.Zero;
2284 m_requestedSitTargetID = 0;
2285 m_requestedSitOffset = Vector3.Zero;
2286 }
2287 2456
2457 return false;
2288 } 2458 }
2289 2459
2290 public void SitRayHorizontal(SceneObjectPart part) 2460
2461 private bool CanEnterLandPosition(Vector3 testPos)
2291 { 2462 {
2292 // Next, try to raycast from the avatar position to fwd 2463 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2293 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2464
2294 Vector3 StartRayCastPosition = CameraPosition; 2465 if (land == null || land.LandData.Name == "NO_LAND")
2295 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2466 return true;
2296 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2467
2297 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2468 return land.CanBeOnThisLand(UUID,testPos.Z);
2298 } 2469 }
2299 2470
2300 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2471 // status
2472 // < 0 ignore
2473 // 0 bad sit spot
2474 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2301 { 2475 {
2302 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2476 if (status < 0)
2303 if (part != null) 2477 return;
2478
2479 if (status == 0)
2304 { 2480 {
2305 if (hitYN) 2481 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2306 { 2482 return;
2307 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2308 {
2309 SitRaycastFindEdge(collisionPoint, normal);
2310 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2311 // Next, try to raycast from the camera position
2312 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2313 Vector3 StartRayCastPosition = CameraPosition;
2314 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2315 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2316 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2317 }
2318 else
2319 {
2320 ControllingClient.SendAlertMessage("Sit position not accessable.");
2321 m_requestedSitTargetUUID = UUID.Zero;
2322 m_requestedSitTargetID = 0;
2323 m_requestedSitOffset = Vector3.Zero;
2324 }
2325 }
2326 else
2327 {
2328 ControllingClient.SendAlertMessage("Sit position not accessable.");
2329 m_requestedSitTargetUUID = UUID.Zero;
2330 m_requestedSitTargetID = 0;
2331 m_requestedSitOffset = Vector3.Zero;
2332 }
2333 } 2483 }
2334 else 2484
2485 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2486 if (part == null)
2487 return;
2488
2489 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2490 if(!CanEnterLandPosition(targetPos))
2335 { 2491 {
2336 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2492 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2337 m_requestedSitTargetUUID = UUID.Zero; 2493 return;
2338 m_requestedSitTargetID = 0;
2339 m_requestedSitOffset = Vector3.Zero;
2340 } 2494 }
2341 2495
2342 } 2496 RemoveFromPhysicalScene();
2343 2497
2344 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2498 if (MovingToTarget)
2345 { 2499 ResetMoveToTarget();
2346 int i = 0; 2500
2347 //throw new NotImplementedException(); 2501 Velocity = Vector3.Zero;
2348 //m_requestedSitTargetUUID = UUID.Zero; 2502
2349 //m_requestedSitTargetID = 0; 2503 part.AddSittingAvatar(UUID);
2350 //m_requestedSitOffset = Vector3.Zero;
2351 2504
2352 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2505 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2506 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2507 bool forceMouselook = part.GetForceMouselook();
2508
2509 ControllingClient.SendSitResponse(
2510 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2511
2512 // not using autopilot
2513
2514 Rotation = Orientation;
2515 m_pos = offset;
2516
2517 m_requestedSitTargetID = 0;
2518 part.ParentGroup.AddAvatar(UUID);
2519
2520 ParentPart = part;
2521 ParentID = part.LocalId;
2522 if(status == 3)
2523 Animator.TrySetMovementAnimation("SIT_GROUND");
2524 else
2525 Animator.TrySetMovementAnimation("SIT");
2526 SendAvatarDataToAllAgents();
2527
2528 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2353 } 2529 }
2354 */ 2530
2355 2531
2356 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2532 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2357 { 2533 {
@@ -2368,6 +2544,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 return; 2544 return;
2369 } 2545 }
2370 2546
2547
2371 if (part.SitTargetAvatar == UUID) 2548 if (part.SitTargetAvatar == UUID)
2372 { 2549 {
2373 Vector3 sitTargetPos = part.SitTargetPosition; 2550 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2382,14 +2559,39 @@ namespace OpenSim.Region.Framework.Scenes
2382 2559
2383 //Quaternion result = (sitTargetOrient * vq) * nq; 2560 //Quaternion result = (sitTargetOrient * vq) * nq;
2384 2561
2385 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2562 double x, y, z, m;
2563
2564 Quaternion r = sitTargetOrient;
2565 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2566
2567 if (Math.Abs(1.0 - m) > 0.000001)
2568 {
2569 m = 1.0 / Math.Sqrt(m);
2570 r.X *= (float)m;
2571 r.Y *= (float)m;
2572 r.Z *= (float)m;
2573 r.W *= (float)m;
2574 }
2575
2576 x = 2 * (r.X * r.Z + r.Y * r.W);
2577 y = 2 * (-r.X * r.W + r.Y * r.Z);
2578 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2579
2580 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2581 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2582
2583 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2584
2585// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2386 Rotation = sitTargetOrient; 2586 Rotation = sitTargetOrient;
2387 ParentPosition = part.AbsolutePosition; 2587// ParentPosition = part.AbsolutePosition;
2588 part.ParentGroup.AddAvatar(UUID);
2388 } 2589 }
2389 else 2590 else
2390 { 2591 {
2391 m_pos -= part.AbsolutePosition; 2592 m_pos -= part.AbsolutePosition;
2392 ParentPosition = part.AbsolutePosition; 2593// ParentPosition = part.AbsolutePosition;
2594 part.ParentGroup.AddAvatar(UUID);
2393 2595
2394// m_log.DebugFormat( 2596// m_log.DebugFormat(
2395// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2597// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2440,6 +2642,13 @@ namespace OpenSim.Region.Framework.Scenes
2440 Animator.RemoveAnimation(animID, false); 2642 Animator.RemoveAnimation(animID, false);
2441 } 2643 }
2442 2644
2645 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2646 {
2647 Animator.avnChangeAnim(animID, addRemove, sendPack);
2648 }
2649
2650
2651
2443 /// <summary> 2652 /// <summary>
2444 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2653 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2445 /// </summary> 2654 /// </summary>
@@ -2496,8 +2705,8 @@ namespace OpenSim.Region.Framework.Scenes
2496 direc.Z *= 2.6f; 2705 direc.Z *= 2.6f;
2497 2706
2498 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2707 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2499 Animator.TrySetMovementAnimation("PREJUMP"); 2708// Animator.TrySetMovementAnimation("PREJUMP");
2500 Animator.TrySetMovementAnimation("JUMP"); 2709// Animator.TrySetMovementAnimation("JUMP");
2501 } 2710 }
2502 } 2711 }
2503 } 2712 }
@@ -2506,6 +2715,7 @@ namespace OpenSim.Region.Framework.Scenes
2506 2715
2507 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2716 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2508 m_forceToApply = direc; 2717 m_forceToApply = direc;
2718 Animator.UpdateMovementAnimations();
2509 } 2719 }
2510 2720
2511 #endregion 2721 #endregion
@@ -2523,16 +2733,12 @@ namespace OpenSim.Region.Framework.Scenes
2523 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2733 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2524 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2734 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2525 // storing a requested force instead of an actual traveling velocity 2735 // storing a requested force instead of an actual traveling velocity
2736 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2737 SendAvatarDataToAllAgents();
2526 2738
2527 // Throw away duplicate or insignificant updates 2739 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2528 if ( 2740 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2529 // If the velocity has become zero, send it no matter what. 2741 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2530 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2531 // otherwise, if things have changed reasonably, send the update
2532 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2533 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2534 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2535
2536 { 2742 {
2537 SendTerseUpdateToAllClients(); 2743 SendTerseUpdateToAllClients();
2538 2744
@@ -2721,6 +2927,8 @@ namespace OpenSim.Region.Framework.Scenes
2721 return; 2927 return;
2722 } 2928 }
2723 2929
2930 m_lastSize = Appearance.AvatarSize;
2931
2724 int count = 0; 2932 int count = 0;
2725 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2933 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2726 { 2934 {
@@ -2828,6 +3036,8 @@ namespace OpenSim.Region.Framework.Scenes
2828 3036
2829 avatar.ControllingClient.SendAppearance( 3037 avatar.ControllingClient.SendAppearance(
2830 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3038 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3039
3040
2831 } 3041 }
2832 3042
2833 #endregion 3043 #endregion
@@ -2902,8 +3112,9 @@ namespace OpenSim.Region.Framework.Scenes
2902 3112
2903 // If we don't have a PhysActor, we can't cross anyway 3113 // If we don't have a PhysActor, we can't cross anyway
2904 // Also don't do this while sat, sitting avatars cross with the 3114 // Also don't do this while sat, sitting avatars cross with the
2905 // object they sit on. 3115 // object they sit on. ParentUUID denoted a pending sit, don't
2906 if (ParentID != 0 || PhysicsActor == null) 3116 // interfere with it.
3117 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2907 return; 3118 return;
2908 3119
2909 if (!IsInTransit) 3120 if (!IsInTransit)
@@ -3168,6 +3379,10 @@ namespace OpenSim.Region.Framework.Scenes
3168 } 3379 }
3169 3380
3170 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3381 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3382 private void RaiseUpdateThrottles()
3383 {
3384 m_scene.EventManager.TriggerThrottleUpdate(this);
3385 }
3171 /// <summary> 3386 /// <summary>
3172 /// This updates important decision making data about a child agent 3387 /// This updates important decision making data about a child agent
3173 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3388 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3248,6 +3463,9 @@ namespace OpenSim.Region.Framework.Scenes
3248 cAgent.AlwaysRun = SetAlwaysRun; 3463 cAgent.AlwaysRun = SetAlwaysRun;
3249 3464
3250 cAgent.Appearance = new AvatarAppearance(Appearance); 3465 cAgent.Appearance = new AvatarAppearance(Appearance);
3466
3467 cAgent.ParentPart = ParentUUID;
3468 cAgent.SitOffset = m_pos;
3251 3469
3252 lock (scriptedcontrols) 3470 lock (scriptedcontrols)
3253 { 3471 {
@@ -3256,7 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
3256 3474
3257 foreach (ScriptControllers c in scriptedcontrols.Values) 3475 foreach (ScriptControllers c in scriptedcontrols.Values)
3258 { 3476 {
3259 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3477 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3260 } 3478 }
3261 cAgent.Controllers = controls; 3479 cAgent.Controllers = controls;
3262 } 3480 }
@@ -3289,6 +3507,8 @@ namespace OpenSim.Region.Framework.Scenes
3289 CameraAtAxis = cAgent.AtAxis; 3507 CameraAtAxis = cAgent.AtAxis;
3290 CameraLeftAxis = cAgent.LeftAxis; 3508 CameraLeftAxis = cAgent.LeftAxis;
3291 CameraUpAxis = cAgent.UpAxis; 3509 CameraUpAxis = cAgent.UpAxis;
3510 ParentUUID = cAgent.ParentPart;
3511 m_prevSitOffset = cAgent.SitOffset;
3292 3512
3293 // When we get to the point of re-computing neighbors everytime this 3513 // When we get to the point of re-computing neighbors everytime this
3294 // changes, then start using the agent's drawdistance rather than the 3514 // changes, then start using the agent's drawdistance rather than the
@@ -3326,6 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes
3326 foreach (ControllerData c in cAgent.Controllers) 3546 foreach (ControllerData c in cAgent.Controllers)
3327 { 3547 {
3328 ScriptControllers sc = new ScriptControllers(); 3548 ScriptControllers sc = new ScriptControllers();
3549 sc.objectID = c.ObjectID;
3329 sc.itemID = c.ItemID; 3550 sc.itemID = c.ItemID;
3330 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3551 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3331 sc.eventControls = (ScriptControlled)c.EventControls; 3552 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3393,20 +3614,27 @@ namespace OpenSim.Region.Framework.Scenes
3393 } 3614 }
3394 3615
3395 if (Appearance.AvatarHeight == 0) 3616 if (Appearance.AvatarHeight == 0)
3396 Appearance.SetHeight(); 3617// Appearance.SetHeight();
3618 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3397 3619
3398 PhysicsScene scene = m_scene.PhysicsScene; 3620 PhysicsScene scene = m_scene.PhysicsScene;
3399 3621
3400 Vector3 pVec = AbsolutePosition; 3622 Vector3 pVec = AbsolutePosition;
3401 3623
3624/*
3402 PhysicsActor = scene.AddAvatar( 3625 PhysicsActor = scene.AddAvatar(
3403 LocalId, Firstname + "." + Lastname, pVec, 3626 LocalId, Firstname + "." + Lastname, pVec,
3404 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3627 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3628*/
3629
3630 PhysicsActor = scene.AddAvatar(
3631 LocalId, Firstname + "." + Lastname, pVec,
3632 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3405 3633
3406 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3634 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3407 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3635 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3408 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3636 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3409 PhysicsActor.SubscribeEvents(500); 3637 PhysicsActor.SubscribeEvents(100);
3410 PhysicsActor.LocalID = LocalId; 3638 PhysicsActor.LocalID = LocalId;
3411 } 3639 }
3412 3640
@@ -3420,6 +3648,7 @@ namespace OpenSim.Region.Framework.Scenes
3420 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3648 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3421 } 3649 }
3422 3650
3651
3423 /// <summary> 3652 /// <summary>
3424 /// Event called by the physics plugin to tell the avatar about a collision. 3653 /// Event called by the physics plugin to tell the avatar about a collision.
3425 /// </summary> 3654 /// </summary>
@@ -3433,7 +3662,7 @@ namespace OpenSim.Region.Framework.Scenes
3433 /// <param name="e"></param> 3662 /// <param name="e"></param>
3434 public void PhysicsCollisionUpdate(EventArgs e) 3663 public void PhysicsCollisionUpdate(EventArgs e)
3435 { 3664 {
3436 if (IsChildAgent) 3665 if (IsChildAgent || Animator == null)
3437 return; 3666 return;
3438 3667
3439 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3668 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3449,7 +3678,6 @@ namespace OpenSim.Region.Framework.Scenes
3449 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3678 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3450 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3679 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3451 3680
3452 CollisionPlane = Vector4.UnitW;
3453 3681
3454// // No collisions at all means we may be flying. Update always 3682// // No collisions at all means we may be flying. Update always
3455// // to make falling work 3683// // to make falling work
@@ -3461,6 +3689,7 @@ namespace OpenSim.Region.Framework.Scenes
3461 3689
3462 if (coldata.Count != 0) 3690 if (coldata.Count != 0)
3463 { 3691 {
3692/*
3464 switch (Animator.CurrentMovementAnimation) 3693 switch (Animator.CurrentMovementAnimation)
3465 { 3694 {
3466 case "STAND": 3695 case "STAND":
@@ -3469,24 +3698,38 @@ namespace OpenSim.Region.Framework.Scenes
3469 case "CROUCH": 3698 case "CROUCH":
3470 case "CROUCHWALK": 3699 case "CROUCHWALK":
3471 { 3700 {
3701 */
3472 ContactPoint lowest; 3702 ContactPoint lowest;
3473 lowest.SurfaceNormal = Vector3.Zero; 3703 lowest.SurfaceNormal = Vector3.Zero;
3474 lowest.Position = Vector3.Zero; 3704 lowest.Position = Vector3.Zero;
3475 lowest.Position.Z = Single.NaN; 3705 lowest.Position.Z = float.MaxValue;
3476 3706
3477 foreach (ContactPoint contact in coldata.Values) 3707 foreach (ContactPoint contact in coldata.Values)
3478 { 3708 {
3479 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3709
3710 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3480 { 3711 {
3481 lowest = contact; 3712 lowest = contact;
3482 } 3713 }
3483 } 3714 }
3484 3715
3485 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3716 if (lowest.Position.Z != float.MaxValue)
3717 {
3718 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3719 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3720 }
3721 else
3722 CollisionPlane = Vector4.UnitW;
3723/*
3486 } 3724 }
3487 break; 3725 break;
3488 } 3726 }
3727*/
3489 } 3728 }
3729 else
3730 CollisionPlane = Vector4.UnitW;
3731
3732 RaiseCollisionScriptEvents(coldata);
3490 3733
3491 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3734 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3492 if (Invulnerable || GodLevel > 0) 3735 if (Invulnerable || GodLevel > 0)
@@ -3585,6 +3828,13 @@ namespace OpenSim.Region.Framework.Scenes
3585 // m_reprioritizationTimer.Dispose(); 3828 // m_reprioritizationTimer.Dispose();
3586 3829
3587 RemoveFromPhysicalScene(); 3830 RemoveFromPhysicalScene();
3831
3832 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3833
3834// if (Animator != null)
3835// Animator.Close();
3836 Animator = null;
3837
3588 } 3838 }
3589 3839
3590 public void AddAttachment(SceneObjectGroup gobj) 3840 public void AddAttachment(SceneObjectGroup gobj)
@@ -3818,10 +4068,18 @@ namespace OpenSim.Region.Framework.Scenes
3818 4068
3819 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4069 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3820 { 4070 {
4071 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4072 if (p == null)
4073 return;
4074
4075 ControllingClient.SendTakeControls(controls, false, false);
4076 ControllingClient.SendTakeControls(controls, true, false);
4077
3821 ScriptControllers obj = new ScriptControllers(); 4078 ScriptControllers obj = new ScriptControllers();
3822 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4079 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3823 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4080 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3824 4081
4082 obj.objectID = p.ParentGroup.UUID;
3825 obj.itemID = Script_item_UUID; 4083 obj.itemID = Script_item_UUID;
3826 if (pass_on == 0 && accept == 0) 4084 if (pass_on == 0 && accept == 0)
3827 { 4085 {
@@ -3870,6 +4128,21 @@ namespace OpenSim.Region.Framework.Scenes
3870 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4128 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3871 } 4129 }
3872 4130
4131 private void UnRegisterSeatControls(UUID obj)
4132 {
4133 List<UUID> takers = new List<UUID>();
4134
4135 foreach (ScriptControllers c in scriptedcontrols.Values)
4136 {
4137 if (c.objectID == obj)
4138 takers.Add(c.itemID);
4139 }
4140 foreach (UUID t in takers)
4141 {
4142 UnRegisterControlEventsToScript(0, t);
4143 }
4144 }
4145
3873 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4146 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3874 { 4147 {
3875 ScriptControllers takecontrols; 4148 ScriptControllers takecontrols;
@@ -4199,6 +4472,12 @@ namespace OpenSim.Region.Framework.Scenes
4199 4472
4200 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4473 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4201 { 4474 {
4475 string reason;
4476
4477 // Honor bans
4478 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4479 return;
4480
4202 SceneObjectGroup telehub = null; 4481 SceneObjectGroup telehub = null;
4203 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4482 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4204 { 4483 {
@@ -4238,11 +4517,206 @@ namespace OpenSim.Region.Framework.Scenes
4238 pos = land.LandData.UserLocation; 4517 pos = land.LandData.UserLocation;
4239 } 4518 }
4240 } 4519 }
4241 4520
4242 land.SendLandUpdateToClient(ControllingClient); 4521 land.SendLandUpdateToClient(ControllingClient);
4243 } 4522 }
4244 } 4523 }
4245 4524
4525 private DetectedObject CreateDetObject(SceneObjectPart obj)
4526 {
4527 DetectedObject detobj = new DetectedObject();
4528 detobj.keyUUID = obj.UUID;
4529 detobj.nameStr = obj.Name;
4530 detobj.ownerUUID = obj.OwnerID;
4531 detobj.posVector = obj.AbsolutePosition;
4532 detobj.rotQuat = obj.GetWorldRotation();
4533 detobj.velVector = obj.Velocity;
4534 detobj.colliderType = 0;
4535 detobj.groupUUID = obj.GroupID;
4536
4537 return detobj;
4538 }
4539
4540 private DetectedObject CreateDetObject(ScenePresence av)
4541 {
4542 DetectedObject detobj = new DetectedObject();
4543 detobj.keyUUID = av.UUID;
4544 detobj.nameStr = av.ControllingClient.Name;
4545 detobj.ownerUUID = av.UUID;
4546 detobj.posVector = av.AbsolutePosition;
4547 detobj.rotQuat = av.Rotation;
4548 detobj.velVector = av.Velocity;
4549 detobj.colliderType = 0;
4550 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4551
4552 return detobj;
4553 }
4554
4555 private DetectedObject CreateDetObjectForGround()
4556 {
4557 DetectedObject detobj = new DetectedObject();
4558 detobj.keyUUID = UUID.Zero;
4559 detobj.nameStr = "";
4560 detobj.ownerUUID = UUID.Zero;
4561 detobj.posVector = AbsolutePosition;
4562 detobj.rotQuat = Quaternion.Identity;
4563 detobj.velVector = Vector3.Zero;
4564 detobj.colliderType = 0;
4565 detobj.groupUUID = UUID.Zero;
4566
4567 return detobj;
4568 }
4569
4570 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4571 {
4572 ColliderArgs colliderArgs = new ColliderArgs();
4573 List<DetectedObject> colliding = new List<DetectedObject>();
4574 foreach (uint localId in colliders)
4575 {
4576 if (localId == 0)
4577 continue;
4578
4579 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4580 if (obj != null)
4581 {
4582 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4583 colliding.Add(CreateDetObject(obj));
4584 }
4585 else
4586 {
4587 ScenePresence av = m_scene.GetScenePresence(localId);
4588 if (av != null && (!av.IsChildAgent))
4589 {
4590 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4591 colliding.Add(CreateDetObject(av));
4592 }
4593 }
4594 }
4595
4596 colliderArgs.Colliders = colliding;
4597
4598 return colliderArgs;
4599 }
4600
4601 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4602
4603 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4604 {
4605 ColliderArgs CollidingMessage;
4606
4607 if (colliders.Count > 0)
4608 {
4609 if ((dest.RootPart.ScriptEvents & ev) != 0)
4610 {
4611 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4612
4613 if (CollidingMessage.Colliders.Count > 0)
4614 notify(dest.RootPart.LocalId, CollidingMessage);
4615 }
4616 }
4617 }
4618
4619 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4620 {
4621 if ((dest.RootPart.ScriptEvents & ev) != 0)
4622 {
4623 ColliderArgs LandCollidingMessage = new ColliderArgs();
4624 List<DetectedObject> colliding = new List<DetectedObject>();
4625
4626 colliding.Add(CreateDetObjectForGround());
4627 LandCollidingMessage.Colliders = colliding;
4628
4629 notify(dest.RootPart.LocalId, LandCollidingMessage);
4630 }
4631 }
4632
4633 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4634 {
4635 try
4636 {
4637 List<uint> thisHitColliders = new List<uint>();
4638 List<uint> endedColliders = new List<uint>();
4639 List<uint> startedColliders = new List<uint>();
4640 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4641 CollisionForSoundInfo soundinfo;
4642 ContactPoint curcontact;
4643
4644 if (coldata.Count == 0)
4645 {
4646 if (m_lastColliders.Count == 0)
4647 return; // nothing to do
4648
4649 foreach (uint localID in m_lastColliders)
4650 {
4651 endedColliders.Add(localID);
4652 }
4653 m_lastColliders.Clear();
4654 }
4655
4656 else
4657 {
4658 foreach (uint id in coldata.Keys)
4659 {
4660 thisHitColliders.Add(id);
4661 if (!m_lastColliders.Contains(id))
4662 {
4663 startedColliders.Add(id);
4664 curcontact = coldata[id];
4665 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4666 {
4667 soundinfo = new CollisionForSoundInfo();
4668 soundinfo.colliderID = id;
4669 soundinfo.position = curcontact.Position;
4670 soundinfo.relativeVel = curcontact.RelativeSpeed;
4671 soundinfolist.Add(soundinfo);
4672 }
4673 }
4674 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4675 }
4676
4677 // calculate things that ended colliding
4678 foreach (uint localID in m_lastColliders)
4679 {
4680 if (!thisHitColliders.Contains(localID))
4681 {
4682 endedColliders.Add(localID);
4683 }
4684 }
4685 //add the items that started colliding this time to the last colliders list.
4686 foreach (uint localID in startedColliders)
4687 {
4688 m_lastColliders.Add(localID);
4689 }
4690 // remove things that ended colliding from the last colliders list
4691 foreach (uint localID in endedColliders)
4692 {
4693 m_lastColliders.Remove(localID);
4694 }
4695
4696 if (soundinfolist.Count > 0)
4697 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4698 }
4699
4700 foreach (SceneObjectGroup att in GetAttachments())
4701 {
4702 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4703 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4704 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4705
4706 if (startedColliders.Contains(0))
4707 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4708 if (m_lastColliders.Contains(0))
4709 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4710 if (endedColliders.Contains(0))
4711 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4712 }
4713 }
4714 finally
4715 {
4716 m_collisionEventFlag = false;
4717 }
4718 }
4719
4246 private void TeleportFlagsDebug() { 4720 private void TeleportFlagsDebug() {
4247 4721
4248 // Some temporary debugging help to show all the TeleportFlags we have... 4722 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4267,6 +4741,5 @@ namespace OpenSim.Region.Framework.Scenes
4267 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4741 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4268 4742
4269 } 4743 }
4270
4271 } 4744 }
4272} 4745}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 39420a6..ce4fb40 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -368,11 +374,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
368 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
369 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
370 376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
371 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
372 m_SOPXmlProcessors.Add("Density", ProcessDensity); 386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
373 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
374 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
375 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
376 392
377 #endregion 393 #endregion
378 394
@@ -401,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
401 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
402 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
403 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
404 420
405 #endregion 421 #endregion
406 422
407 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -626,6 +642,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
626 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
627 } 643 }
628 644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
629 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
630 { 673 {
631 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -795,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
795 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
796 } 839 }
797 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
798 #endregion 860 #endregion
799 861
800 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1182,6 +1244,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1182 }); 1244 });
1183 1245
1184 writer.WriteEndElement(); 1246 writer.WriteEndElement();
1247
1248 if (sog.RootPart.KeyframeMotion != null)
1249 {
1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1251
1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1253 writer.WriteBase64(data, 0, data.Length);
1254 writer.WriteEndElement();
1255 }
1256
1185 writer.WriteEndElement(); 1257 writer.WriteEndElement();
1186 } 1258 }
1187 1259
@@ -1289,6 +1361,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1289 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1290 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1291 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1292 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1293 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1294 if (sop.Density != 1000.0f) 1376 if (sop.Density != 1000.0f)
@@ -1299,6 +1381,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1299 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1381 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1300 if (sop.GravityModifier != 1.0f) 1382 if (sop.GravityModifier != 1.0f)
1301 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1302 1386
1303 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1304 } 1388 }
@@ -1524,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1524 { 1608 {
1525 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1526 1610
1527 if (reader.IsEmptyElement)
1528 {
1529 reader.Read();
1530 return tinv;
1531 }
1532
1533 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1534 1612
1535 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
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.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
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 ad33607..b09ae39 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;