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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs695
-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.cs350
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs155
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs862
-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.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs267
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1383
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1740
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs782
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs599
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs135
-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, 7233 insertions, 2201 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index bb33f07..9458079 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/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 4c49b71..e2414eb 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>
@@ -1393,6 +1397,26 @@ namespace OpenSim.Region.Framework.Scenes
1393 } 1397 }
1394 } 1398 }
1395 } 1399 }
1400 public void TriggerTerrainUpdate()
1401 {
1402 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1403 if (handlerTerrainUpdate != null)
1404 {
1405 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1406 {
1407 try
1408 {
1409 d();
1410 }
1411 catch (Exception e)
1412 {
1413 m_log.ErrorFormat(
1414 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1415 e.Message, e.StackTrace);
1416 }
1417 }
1418 }
1419 }
1396 1420
1397 public void TriggerTerrainTick() 1421 public void TriggerTerrainTick()
1398 { 1422 {
@@ -1683,6 +1707,7 @@ namespace OpenSim.Region.Framework.Scenes
1683 m_log.ErrorFormat( 1707 m_log.ErrorFormat(
1684 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1708 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1685 e.Message, e.StackTrace); 1709 e.Message, e.StackTrace);
1710 m_log.ErrorFormat(Environment.StackTrace);
1686 } 1711 }
1687 } 1712 }
1688 } 1713 }
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..edf2bef
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,695 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 2,
42 Rotation = 1
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_serializedPosition;
57 private Vector3 m_basePosition;
58 private Quaternion m_baseRotation;
59
60 private Keyframe m_currentFrame;
61
62 private List<Keyframe> m_frames = new List<Keyframe>();
63
64 private Keyframe[] m_keyframes;
65
66 [NonSerialized()]
67 protected Timer m_timer = null;
68
69 // timer lock
70 [NonSerialized()]
71 private object m_onTimerLock;
72
73 // timer overrun detect
74 // prevents overlap or timer events threads frozen on the lock
75 [NonSerialized()]
76 private bool m_inOnTimer;
77
78 // skip timer events.
79 //timer.stop doesn't assure there aren't event threads still being fired
80 [NonSerialized()]
81 private bool m_timerStopped;
82
83 [NonSerialized()]
84 private bool m_isCrossing;
85
86 [NonSerialized()]
87 private bool m_waitingCrossing;
88
89 // retry position for cross fail
90 [NonSerialized()]
91 private Vector3 m_nextPosition;
92
93 [NonSerialized()]
94 private SceneObjectGroup m_group;
95
96 private PlayMode m_mode = PlayMode.Forward;
97 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
98
99 private bool m_running = false;
100 [NonSerialized()]
101 private bool m_selected = false;
102
103 private int m_iterations = 0;
104
105 private const double timerInterval = 50.0;
106
107 public DataFormat Data
108 {
109 get { return m_data; }
110 }
111
112 public bool Selected
113 {
114 set
115 {
116 if (m_group != null)
117 {
118 if (!value)
119 {
120 // Once we're let go, recompute positions
121 if (m_selected)
122 UpdateSceneObject(m_group);
123 }
124 else
125 {
126 // Save selection position in case we get moved
127 if (!m_selected)
128 {
129 StopTimer();
130 m_serializedPosition = m_group.AbsolutePosition;
131 }
132 }
133 }
134 m_isCrossing = false;
135 m_waitingCrossing = false;
136 m_selected = value;
137 }
138 }
139
140 private void StartTimer()
141 {
142 if (m_timer == null)
143 return;
144 m_timerStopped = false;
145 m_timer.Start();
146 }
147
148 private void StopTimer()
149 {
150 if (m_timer == null || m_timerStopped)
151 return;
152 m_timerStopped = true;
153 m_timer.Stop();
154 }
155
156 private void RemoveTimer()
157 {
158 if (m_timer == null)
159 return;
160 m_timerStopped = true;
161 m_timer.Stop();
162 m_timer.Elapsed -= OnTimer;
163 m_timer = null;
164 }
165
166
167 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
168 {
169 KeyframeMotion newMotion = null;
170
171 try
172 {
173 MemoryStream ms = new MemoryStream(data);
174 BinaryFormatter fmt = new BinaryFormatter();
175
176 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
177
178 newMotion.m_group = grp;
179
180 if (grp != null && grp.IsSelected)
181 newMotion.m_selected = true;
182
183 newMotion.m_onTimerLock = new object();
184 newMotion.m_timerStopped = false;
185 newMotion.m_inOnTimer = false;
186 newMotion.m_isCrossing = false;
187 newMotion.m_waitingCrossing = false;
188 }
189 catch
190 {
191 newMotion = null;
192 }
193
194 return newMotion;
195 }
196
197 public void UpdateSceneObject(SceneObjectGroup grp)
198 {
199// lock (m_onTimerLock)
200 {
201 m_isCrossing = false;
202 m_waitingCrossing = false;
203 StopTimer();
204
205 if (grp == null)
206 return;
207
208 m_group = grp;
209 Vector3 grppos = grp.AbsolutePosition;
210 Vector3 offset = grppos - m_serializedPosition;
211 // avoid doing it more than once
212 // current this will happen draging a prim to other region
213 m_serializedPosition = grppos;
214
215 m_basePosition += offset;
216 m_currentFrame.Position += offset;
217
218 m_nextPosition += offset;
219
220 for (int i = 0; i < m_frames.Count; i++)
221 {
222 Keyframe k = m_frames[i];
223 k.Position += offset;
224 m_frames[i]=k;
225 }
226
227 if (m_running)
228 Start();
229 }
230 }
231
232 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
233 {
234 m_mode = mode;
235 m_data = data;
236
237 m_group = grp;
238 if (grp != null)
239 {
240 m_basePosition = grp.AbsolutePosition;
241 m_baseRotation = grp.GroupRotation;
242 }
243
244 m_onTimerLock = new object();
245 m_timerStopped = true;
246 m_inOnTimer = false;
247 m_isCrossing = false;
248 m_waitingCrossing = false;
249 }
250
251 public void SetKeyframes(Keyframe[] frames)
252 {
253 m_keyframes = frames;
254 }
255
256 public KeyframeMotion Copy(SceneObjectGroup newgrp)
257 {
258 StopTimer();
259
260 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
261
262 newmotion.m_group = newgrp;
263
264 if (m_keyframes != null)
265 {
266 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
267 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
268 }
269
270 newmotion.m_frames = new List<Keyframe>(m_frames);
271
272 newmotion.m_basePosition = m_basePosition;
273 newmotion.m_baseRotation = m_baseRotation;
274
275 if (m_selected)
276 newmotion.m_serializedPosition = m_serializedPosition;
277 else
278 {
279 if (m_group != null)
280 newmotion.m_serializedPosition = m_group.AbsolutePosition;
281 else
282 newmotion.m_serializedPosition = m_serializedPosition;
283 }
284
285 newmotion.m_currentFrame = m_currentFrame;
286
287 newmotion.m_iterations = m_iterations;
288 newmotion.m_running = m_running;
289
290 if (m_running && !m_waitingCrossing)
291 StartTimer();
292
293 return newmotion;
294 }
295
296 public void Delete()
297 {
298 m_running = false;
299 RemoveTimer();
300 m_isCrossing = false;
301 m_waitingCrossing = false;
302 m_frames.Clear();
303 m_keyframes = null;
304 }
305
306 public void Start()
307 {
308 m_isCrossing = false;
309 m_waitingCrossing = false;
310 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
311 {
312 if (m_timer == null)
313 {
314 m_timer = new Timer();
315 m_timer.Interval = timerInterval;
316 m_timer.AutoReset = true;
317 m_timer.Elapsed += OnTimer;
318 }
319 else
320 {
321 StopTimer();
322 m_timer.Interval = timerInterval;
323 }
324
325 m_inOnTimer = false;
326 StartTimer();
327 m_running = true;
328 }
329 else
330 {
331 m_running = false;
332 RemoveTimer();
333 }
334 }
335
336 public void Stop()
337 {
338 m_running = false;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341
342 RemoveTimer();
343
344 m_basePosition = m_group.AbsolutePosition;
345 m_baseRotation = m_group.GroupRotation;
346
347 m_group.RootPart.Velocity = Vector3.Zero;
348 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
349 m_group.SendGroupRootTerseUpdate();
350
351 m_frames.Clear();
352 }
353
354 public void Pause()
355 {
356 m_running = false;
357 RemoveTimer();
358
359 m_group.RootPart.Velocity = Vector3.Zero;
360 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
361 m_group.SendGroupRootTerseUpdate();
362 }
363
364 private void GetNextList()
365 {
366 m_frames.Clear();
367 Vector3 pos = m_basePosition;
368 Quaternion rot = m_baseRotation;
369
370 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
371 {
372 int direction = 1;
373 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
374 direction = -1;
375
376 int start = 0;
377 int end = m_keyframes.Length;
378// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
379// end = m_keyframes.Length - 1;
380
381 if (direction < 0)
382 {
383 start = m_keyframes.Length - 1;
384 end = -1;
385// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
386// end = 0;
387 }
388
389 for (int i = start; i != end ; i += direction)
390 {
391 Keyframe k = m_keyframes[i];
392
393 if (k.Position.HasValue)
394 {
395 k.Position = (k.Position * direction);
396// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
397 k.Position += pos;
398 }
399 else
400 {
401 k.Position = pos;
402// k.Velocity = Vector3.Zero;
403 }
404
405 k.StartRotation = rot;
406 if (k.Rotation.HasValue)
407 {
408 if (direction == -1)
409 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
410 k.Rotation = rot * k.Rotation;
411 }
412 else
413 {
414 k.Rotation = rot;
415 }
416
417/* ang vel not in use for now
418
419 float angle = 0;
420
421 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;
422 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;
423 float aa_bb = aa * bb;
424
425 if (aa_bb == 0)
426 {
427 angle = 0;
428 }
429 else
430 {
431 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
432 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
433 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
434 k.StartRotation.W * ((Quaternion)k.Rotation).W;
435 float q = (ab * ab) / aa_bb;
436
437 if (q > 1.0f)
438 {
439 angle = 0;
440 }
441 else
442 {
443 angle = (float)Math.Acos(2 * q - 1);
444 }
445 }
446
447 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
448 */
449 k.TimeTotal = k.TimeMS;
450
451 m_frames.Add(k);
452
453 pos = (Vector3)k.Position;
454 rot = (Quaternion)k.Rotation;
455 }
456
457 m_basePosition = pos;
458 m_baseRotation = rot;
459
460 m_iterations++;
461 }
462 }
463
464 protected void OnTimer(object sender, ElapsedEventArgs e)
465 {
466 if (m_timerStopped) // trap events still in air even after a timer.stop
467 return;
468
469 if (m_inOnTimer) // don't let overruns to happen
470 {
471 m_log.Warn("[KeyFrame]: timer overrun");
472 return;
473 }
474
475 if (m_group == null)
476 return;
477
478 lock (m_onTimerLock)
479 {
480
481 m_inOnTimer = true;
482
483 bool update = false;
484
485 try
486 {
487 if (m_selected)
488 {
489 if (m_group.RootPart.Velocity != Vector3.Zero)
490 {
491 m_group.RootPart.Velocity = Vector3.Zero;
492 m_group.SendGroupRootTerseUpdate();
493 }
494 m_inOnTimer = false;
495 return;
496 }
497
498 if (m_isCrossing)
499 {
500 // if crossing and timer running then cross failed
501 // wait some time then
502 // retry to set the position that evtually caused the outbound
503 // if still outside region this will call startCrossing below
504 m_isCrossing = false;
505 m_group.AbsolutePosition = m_nextPosition;
506 if (!m_isCrossing)
507 {
508 StopTimer();
509 m_timer.Interval = timerInterval;
510 StartTimer();
511 }
512 m_inOnTimer = false;
513 return;
514 }
515
516 if (m_frames.Count == 0)
517 {
518 GetNextList();
519
520 if (m_frames.Count == 0)
521 {
522 Stop();
523 m_inOnTimer = false;
524 return;
525 }
526
527 m_currentFrame = m_frames[0];
528 m_currentFrame.TimeMS += (int)timerInterval;
529
530 //force a update on a keyframe transition
531 update = true;
532 }
533
534 m_currentFrame.TimeMS -= (int)timerInterval;
535
536 // Do the frame processing
537 double steps = (double)m_currentFrame.TimeMS / timerInterval;
538
539 if (steps <= 0.0)
540 {
541 m_group.RootPart.Velocity = Vector3.Zero;
542 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
543
544 m_nextPosition = (Vector3)m_currentFrame.Position;
545 m_group.AbsolutePosition = m_nextPosition;
546
547 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
548
549 m_frames.RemoveAt(0);
550 if (m_frames.Count > 0)
551 m_currentFrame = m_frames[0];
552
553 update = true;
554 }
555 else
556 {
557 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
558
559 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
560 Vector3 motionThisFrame = v / (float)steps;
561 v = v * 1000 / m_currentFrame.TimeMS;
562
563 if (Vector3.Mag(motionThisFrame) >= 0.05f)
564 {
565 // m_group.AbsolutePosition += motionThisFrame;
566 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
567 m_group.AbsolutePosition = m_nextPosition;
568
569 m_group.RootPart.Velocity = v;
570 update = true;
571 }
572
573 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
574 {
575 Quaternion current = m_group.GroupRotation;
576
577 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
578 step.Normalize();
579/* use simpler change detection
580 * float angle = 0;
581
582 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
583 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
584 float aa_bb = aa * bb;
585
586 if (aa_bb == 0)
587 {
588 angle = 0;
589 }
590 else
591 {
592 float ab = current.X * step.X +
593 current.Y * step.Y +
594 current.Z * step.Z +
595 current.W * step.W;
596 float q = (ab * ab) / aa_bb;
597
598 if (q > 1.0f)
599 {
600 angle = 0;
601 }
602 else
603 {
604 angle = (float)Math.Acos(2 * q - 1);
605 }
606 }
607
608 if (angle > 0.01f)
609 */
610 if(Math.Abs(step.X - current.X) > 0.001f
611 || Math.Abs(step.Y - current.Y) > 0.001f
612 || Math.Abs(step.Z - current.Z) > 0.001f)
613 // assuming w is a dependente var
614
615 {
616 m_group.UpdateGroupRotationR(step);
617 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
618 update = true;
619 }
620 }
621 }
622
623 if (update)
624 m_group.SendGroupRootTerseUpdate();
625
626 }
627 catch ( Exception ex)
628 {
629 // still happening sometimes
630 // lets try to see where
631 m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
632 }
633
634 finally
635 {
636 // make sure we do not let this frozen
637 m_inOnTimer = false;
638 }
639 }
640 }
641
642 public Byte[] Serialize()
643 {
644 StopTimer();
645 MemoryStream ms = new MemoryStream();
646
647 BinaryFormatter fmt = new BinaryFormatter();
648 SceneObjectGroup tmp = m_group;
649 m_group = null;
650 if (!m_selected && tmp != null)
651 m_serializedPosition = tmp.AbsolutePosition;
652 fmt.Serialize(ms, this);
653 m_group = tmp;
654 if (m_running && !m_waitingCrossing)
655 StartTimer();
656
657 return ms.ToArray();
658 }
659
660 public void StartCrossingCheck()
661 {
662 // timer will be restart by crossingFailure
663 // or never since crossing worked and this
664 // should be deleted
665 StopTimer();
666
667 m_isCrossing = true;
668 m_waitingCrossing = true;
669
670// to remove / retune to smoth crossings
671 if (m_group.RootPart.Velocity != Vector3.Zero)
672 {
673 m_group.RootPart.Velocity = Vector3.Zero;
674 m_group.SendGroupRootTerseUpdate();
675 }
676 }
677
678 public void CrossingFailure()
679 {
680 m_waitingCrossing = false;
681
682 if (m_group != null)
683 {
684 m_group.RootPart.Velocity = Vector3.Zero;
685 m_group.SendGroupRootTerseUpdate();
686
687 if (m_running && m_timer != null)
688 {
689 m_timer.Interval = 60000;
690 StartTimer();
691 }
692 }
693 }
694 }
695}
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 b23ddb4..deb57ce 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -795,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
795 return; 790 return;
796 } 791 }
797 792
793 if (newName == null) newName = item.Name;
794
798 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
799 796
800 if (asset != null) 797 if (asset != null)
@@ -855,6 +852,24 @@ namespace OpenSim.Region.Framework.Scenes
855 } 852 }
856 853
857 /// <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>
858 /// Move an item within the agent's inventory. 873 /// Move an item within the agent's inventory.
859 /// </summary> 874 /// </summary>
860 /// <param name="remoteClient"></param> 875 /// <param name="remoteClient"></param>
@@ -889,11 +904,22 @@ namespace OpenSim.Region.Framework.Scenes
889 public void CreateNewInventoryItem( 904 public void CreateNewInventoryItem(
890 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 905 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
891 string name, string description, uint flags, uint callbackID, 906 string name, string description, uint flags, uint callbackID,
892 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 907 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
893 { 908 {
894 CreateNewInventoryItem( 909 CreateNewInventoryItem(
895 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 910 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
896 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 911 (uint)PermissionMask.All, (uint)PermissionMask.All, 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);
897 } 923 }
898 924
899 /// <summary> 925 /// <summary>
@@ -918,7 +944,7 @@ namespace OpenSim.Region.Framework.Scenes
918 private void CreateNewInventoryItem( 944 private void CreateNewInventoryItem(
919 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 945 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
920 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,
921 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)
922 { 948 {
923 InventoryItemBase item = new InventoryItemBase(); 949 InventoryItemBase item = new InventoryItemBase();
924 item.Owner = remoteClient.AgentId; 950 item.Owner = remoteClient.AgentId;
@@ -941,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
941 967
942 if (AddInventoryItem(item)) 968 if (AddInventoryItem(item))
943 { 969 {
944 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 970 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
945 } 971 }
946 else 972 else
947 { 973 {
@@ -1216,6 +1242,10 @@ namespace OpenSim.Region.Framework.Scenes
1216 { 1242 {
1217 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1243 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1218 1244
1245 // Can't move a null item
1246 if (itemId == UUID.Zero)
1247 return;
1248
1219 if (null == part) 1249 if (null == part)
1220 { 1250 {
1221 m_log.WarnFormat( 1251 m_log.WarnFormat(
@@ -1320,21 +1350,28 @@ namespace OpenSim.Region.Framework.Scenes
1320 return; 1350 return;
1321 } 1351 }
1322 1352
1323 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)
1324 { 1363 {
1325 // Source must have transfer permissions 1364 // object cannot copy items to an object owned by a different owner
1326 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1365 // unless llAllowInventoryDrop has been called
1327 return;
1328 1366
1329 // Object cannot copy items to an object owned by a different owner 1367 return;
1330 // unless llAllowInventoryDrop has been called on the destination
1331 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1332 return;
1333 } 1368 }
1334 1369
1335 // 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
1336 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1371 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1372 {
1337 return; 1373 return;
1374 }
1338 1375
1339 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1376 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1340 1377
@@ -1390,6 +1427,14 @@ namespace OpenSim.Region.Framework.Scenes
1390 1427
1391 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)
1392 { 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
1393 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1438 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1394 1439
1395 UUID newFolderID = UUID.Random(); 1440 UUID newFolderID = UUID.Random();
@@ -1572,12 +1617,12 @@ namespace OpenSim.Region.Framework.Scenes
1572 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1617 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1573 remoteClient, part, transactionID, currentItem); 1618 remoteClient, part, transactionID, currentItem);
1574 1619
1575 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1620// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1576 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1621// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1577 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1622// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1578 remoteClient.SendAgentAlertMessage("Script saved", false); 1623// remoteClient.SendAgentAlertMessage("Script saved", false);
1579 else 1624// else
1580 remoteClient.SendAgentAlertMessage("Item saved", false); 1625// remoteClient.SendAgentAlertMessage("Item saved", false);
1581 } 1626 }
1582 1627
1583 // Base ALWAYS has move 1628 // Base ALWAYS has move
@@ -1760,7 +1805,7 @@ namespace OpenSim.Region.Framework.Scenes
1760 } 1805 }
1761 1806
1762 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1807 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1763 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1808 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1764 agentID); 1809 agentID);
1765 AssetService.Store(asset); 1810 AssetService.Store(asset);
1766 1811
@@ -1916,23 +1961,32 @@ namespace OpenSim.Region.Framework.Scenes
1916 // build a list of eligible objects 1961 // build a list of eligible objects
1917 List<uint> deleteIDs = new List<uint>(); 1962 List<uint> deleteIDs = new List<uint>();
1918 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1963 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1919 1964 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1920 // Start with true for both, then remove the flags if objects
1921 // that we can't derez are part of the selection
1922 bool permissionToTake = true;
1923 bool permissionToTakeCopy = true;
1924 bool permissionToDelete = true;
1925 1965
1926 foreach (uint localID in localIDs) 1966 foreach (uint localID in localIDs)
1927 { 1967 {
1968 // Start with true for both, then remove the flags if objects
1969 // that we can't derez are part of the selection
1970 bool permissionToTake = true;
1971 bool permissionToTakeCopy = true;
1972 bool permissionToDelete = true;
1973
1928 // Invalid id 1974 // Invalid id
1929 SceneObjectPart part = GetSceneObjectPart(localID); 1975 SceneObjectPart part = GetSceneObjectPart(localID);
1930 if (part == null) 1976 if (part == null)
1977 {
1978 //Client still thinks the object exists, kill it
1979 deleteIDs.Add(localID);
1931 continue; 1980 continue;
1981 }
1932 1982
1933 // Already deleted by someone else 1983 // Already deleted by someone else
1934 if (part.ParentGroup.IsDeleted) 1984 if (part.ParentGroup.IsDeleted)
1985 {
1986 //Client still thinks the object exists, kill it
1987 deleteIDs.Add(localID);
1935 continue; 1988 continue;
1989 }
1936 1990
1937 // Can't delete child prims 1991 // Can't delete child prims
1938 if (part != part.ParentGroup.RootPart) 1992 if (part != part.ParentGroup.RootPart)
@@ -1940,8 +1994,8 @@ namespace OpenSim.Region.Framework.Scenes
1940 1994
1941 SceneObjectGroup grp = part.ParentGroup; 1995 SceneObjectGroup grp = part.ParentGroup;
1942 1996
1943 deleteIDs.Add(localID); 1997 // If child prims have invalid perms, fix them
1944 deleteGroups.Add(grp); 1998 grp.AdjustChildPrimPermissions();
1945 1999
1946 // If child prims have invalid perms, fix them 2000 // If child prims have invalid perms, fix them
1947 grp.AdjustChildPrimPermissions(); 2001 grp.AdjustChildPrimPermissions();
@@ -1962,81 +2016,193 @@ namespace OpenSim.Region.Framework.Scenes
1962 } 2016 }
1963 else 2017 else
1964 { 2018 {
1965 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2019 if (action == DeRezAction.TakeCopy)
2020 {
2021 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2022 permissionToTakeCopy = false;
2023 }
2024 else
2025 {
1966 permissionToTakeCopy = false; 2026 permissionToTakeCopy = false;
1967 2027 }
1968 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2028 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1969 permissionToTake = false; 2029 permissionToTake = false;
1970 2030
1971 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2031 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1972 permissionToDelete = false; 2032 permissionToDelete = false;
1973 } 2033 }
1974 }
1975 2034
1976 // Handle god perms 2035 // Handle god perms
1977 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2036 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1978 { 2037 {
1979 permissionToTake = true; 2038 permissionToTake = true;
1980 permissionToTakeCopy = true; 2039 permissionToTakeCopy = true;
1981 permissionToDelete = true; 2040 permissionToDelete = true;
1982 } 2041 }
1983 2042
1984 // If we're re-saving, we don't even want to delete 2043 // If we're re-saving, we don't even want to delete
1985 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2044 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1986 permissionToDelete = false; 2045 permissionToDelete = false;
1987 2046
1988 // if we want to take a copy, we also don't want to delete 2047 // if we want to take a copy, we also don't want to delete
1989 // Note: after this point, the permissionToTakeCopy flag 2048 // Note: after this point, the permissionToTakeCopy flag
1990 // becomes irrelevant. It already includes the permissionToTake 2049 // becomes irrelevant. It already includes the permissionToTake
1991 // permission and after excluding no copy items here, we can 2050 // permission and after excluding no copy items here, we can
1992 // just use that. 2051 // just use that.
1993 if (action == DeRezAction.TakeCopy) 2052 if (action == DeRezAction.TakeCopy)
1994 { 2053 {
1995 // If we don't have permission, stop right here 2054 // If we don't have permission, stop right here
1996 if (!permissionToTakeCopy) 2055 if (!permissionToTakeCopy)
1997 return; 2056 return;
1998 2057
1999 permissionToTake = true; 2058 permissionToTake = true;
2000 // Don't delete 2059 // Don't delete
2001 permissionToDelete = false; 2060 permissionToDelete = false;
2002 } 2061 }
2003 2062
2004 if (action == DeRezAction.Return) 2063 if (action == DeRezAction.Return)
2005 {
2006 if (remoteClient != null)
2007 { 2064 {
2008 if (Permissions.CanReturnObjects( 2065 if (remoteClient != null)
2009 null,
2010 remoteClient.AgentId,
2011 deleteGroups))
2012 { 2066 {
2013 permissionToTake = true; 2067 if (Permissions.CanReturnObjects(
2014 permissionToDelete = true; 2068 null,
2015 2069 remoteClient.AgentId,
2016 foreach (SceneObjectGroup g in deleteGroups) 2070 new List<SceneObjectGroup>() {grp}))
2017 { 2071 {
2018 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2072 permissionToTake = true;
2073 permissionToDelete = true;
2074
2075 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2019 } 2076 }
2020 } 2077 }
2078 else // Auto return passes through here with null agent
2079 {
2080 permissionToTake = true;
2081 permissionToDelete = true;
2082 }
2021 } 2083 }
2022 else // Auto return passes through here with null agent 2084
2085 if (permissionToTake && (!permissionToDelete))
2086 takeGroups.Add(grp);
2087
2088 if (permissionToDelete)
2023 { 2089 {
2024 permissionToTake = true; 2090 if (permissionToTake)
2025 permissionToDelete = true; 2091 deleteGroups.Add(grp);
2092 deleteIDs.Add(grp.LocalId);
2026 } 2093 }
2027 } 2094 }
2028 2095
2029 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2096 SendKillObject(deleteIDs);
2097
2098 if (deleteGroups.Count > 0)
2030 { 2099 {
2100 foreach (SceneObjectGroup g in deleteGroups)
2101 deleteIDs.Remove(g.LocalId);
2102
2031 m_asyncSceneObjectDeleter.DeleteToInventory( 2103 m_asyncSceneObjectDeleter.DeleteToInventory(
2032 action, destinationID, deleteGroups, remoteClient, 2104 action, destinationID, deleteGroups, remoteClient,
2033 permissionToDelete); 2105 true);
2106 }
2107 if (takeGroups.Count > 0)
2108 {
2109 m_asyncSceneObjectDeleter.DeleteToInventory(
2110 action, destinationID, takeGroups, remoteClient,
2111 false);
2034 } 2112 }
2035 else if (permissionToDelete) 2113 if (deleteIDs.Count > 0)
2036 { 2114 {
2037 foreach (SceneObjectGroup g in deleteGroups) 2115 foreach (SceneObjectGroup g in deleteGroups)
2038 DeleteSceneObject(g, false); 2116 DeleteSceneObject(g, true);
2117 }
2118 }
2119
2120 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2121 {
2122 itemID = UUID.Zero;
2123 if (grp != null)
2124 {
2125 Vector3 inventoryStoredPosition = new Vector3
2126 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2127 ? 250
2128 : grp.AbsolutePosition.X)
2129 ,
2130 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2131 ? 250
2132 : grp.AbsolutePosition.X,
2133 grp.AbsolutePosition.Z);
2134
2135 Vector3 originalPosition = grp.AbsolutePosition;
2136
2137 grp.AbsolutePosition = inventoryStoredPosition;
2138
2139 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2140
2141 grp.AbsolutePosition = originalPosition;
2142
2143 AssetBase asset = CreateAsset(
2144 grp.GetPartName(grp.LocalId),
2145 grp.GetPartDescription(grp.LocalId),
2146 (sbyte)AssetType.Object,
2147 Utils.StringToBytes(sceneObjectXml),
2148 remoteClient.AgentId);
2149 AssetService.Store(asset);
2150
2151 InventoryItemBase item = new InventoryItemBase();
2152 item.CreatorId = grp.RootPart.CreatorID.ToString();
2153 item.CreatorData = grp.RootPart.CreatorData;
2154 item.Owner = remoteClient.AgentId;
2155 item.ID = UUID.Random();
2156 item.AssetID = asset.FullID;
2157 item.Description = asset.Description;
2158 item.Name = asset.Name;
2159 item.AssetType = asset.Type;
2160 item.InvType = (int)InventoryType.Object;
2161
2162 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2163 if (folder != null)
2164 item.Folder = folder.ID;
2165 else // oopsies
2166 item.Folder = UUID.Zero;
2167
2168 // Set up base perms properly
2169 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2170 permsBase &= grp.RootPart.BaseMask;
2171 permsBase |= (uint)PermissionMask.Move;
2172
2173 // Make sure we don't lock it
2174 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2175
2176 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2177 {
2178 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2179 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2180 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2181 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2182 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2183 }
2184 else
2185 {
2186 item.BasePermissions = permsBase;
2187 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2188 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2189 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2190 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2191 }
2192 item.CreationDate = Util.UnixTimeSinceEpoch();
2193
2194 // sets itemID so client can show item as 'attached' in inventory
2195 grp.FromItemID = item.ID;
2196
2197 if (AddInventoryItem(item))
2198 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2199 else
2200 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2201
2202 itemID = item.ID;
2203 return item.AssetID;
2039 } 2204 }
2205 return UUID.Zero;
2040 } 2206 }
2041 2207
2042 /// <summary> 2208 /// <summary>
@@ -2166,6 +2332,9 @@ namespace OpenSim.Region.Framework.Scenes
2166 2332
2167 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2333 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2168 { 2334 {
2335 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2336 return;
2337
2169 SceneObjectPart part = GetSceneObjectPart(objectID); 2338 SceneObjectPart part = GetSceneObjectPart(objectID);
2170 if (part == null) 2339 if (part == null)
2171 return; 2340 return;
@@ -2222,7 +2391,10 @@ namespace OpenSim.Region.Framework.Scenes
2222 } 2391 }
2223 else 2392 else
2224 { 2393 {
2225 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2394 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2395 continue;
2396
2397 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2226 continue; 2398 continue;
2227 2399
2228 if (sog.GroupID != groupID) 2400 if (sog.GroupID != groupID)
@@ -2334,6 +2506,12 @@ namespace OpenSim.Region.Framework.Scenes
2334 } 2506 }
2335 2507
2336 m_sceneGraph.LinkObjects(root, children); 2508 m_sceneGraph.LinkObjects(root, children);
2509
2510 ScenePresence sp;
2511 if (TryGetScenePresence(agentId, out sp))
2512 {
2513 root.SendPropertiesToClient(sp.ControllingClient);
2514 }
2337 } 2515 }
2338 2516
2339 private string PermissionString(uint permissions) 2517 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 6e53951..16c0d25 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,9 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41 41 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 42 UUID fromID, bool fromAgent, bool broadcast, UUID destination)
43 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
44 { 43 {
45 OSChatMessage args = new OSChatMessage(); 44 OSChatMessage args = new OSChatMessage();
46 45
@@ -50,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
50 args.Position = fromPos; 49 args.Position = fromPos;
51 args.SenderUUID = fromID; 50 args.SenderUUID = fromID;
52 args.Scene = this; 51 args.Scene = this;
52 args.Destination = destination;
53 53
54 if (fromAgent) 54 if (fromAgent)
55 { 55 {
@@ -64,18 +64,18 @@ namespace OpenSim.Region.Framework.Scenes
64 } 64 }
65 65
66 args.From = fromName; 66 args.From = fromName;
67 args.TargetUUID = targetID; 67 //args.
68 68
69 if (broadcast) 69 if (broadcast)
70 EventManager.TriggerOnChatBroadcast(this, args); 70 EventManager.TriggerOnChatBroadcast(this, args);
71 else 71 else
72 EventManager.TriggerOnChatFromWorld(this, args); 72 EventManager.TriggerOnChatFromWorld(this, args);
73 } 73 }
74 74
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast) 76 UUID fromID, bool fromAgent, bool broadcast)
77 { 77 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); 78 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, broadcast, UUID.Zero);
79 } 79 }
80 80
81 /// <summary> 81 /// <summary>
@@ -115,19 +115,6 @@ namespace OpenSim.Region.Framework.Scenes
115 { 115 {
116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
117 } 117 }
118 /// <summary>
119 ///
120 /// </summary>
121 /// <param name="message"></param>
122 /// <param name="type"></param>
123 /// <param name="fromPos"></param>
124 /// <param name="fromName"></param>
125 /// <param name="fromAgentID"></param>
126 /// <param name="targetID"></param>
127 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
128 {
129 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
130 }
131 118
132 /// <summary> 119 /// <summary>
133 /// Invoked when the client requests a prim. 120 /// Invoked when the client requests a prim.
@@ -149,27 +136,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 136 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 137 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 138 {
139 /*
140 SceneObjectPart part = GetSceneObjectPart(primLocalID);
141
142 if (null == part)
143 return;
144
145 if (part.IsRoot)
146 {
147 SceneObjectGroup sog = part.ParentGroup;
148 sog.SendPropertiesToClient(remoteClient);
149
150 // A prim is only tainted if it's allowed to be edited by the person clicking it.
151 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
152 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
153 {
154 sog.IsSelected = true;
155 EventManager.TriggerParcelPrimCountTainted();
156 }
157 }
158 else
159 {
160 part.SendPropertiesToClient(remoteClient);
161 }
162 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 163 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 164
154 if (null == part) 165 if (null == part)
155 return; 166 return;
156 167
157 if (part.IsRoot) 168 SceneObjectGroup sog = part.ParentGroup;
158 { 169 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 170 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 171
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 172 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 173
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 174 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 175 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 176 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 177 {
172 part.SendPropertiesToClient(remoteClient); 178 part.IsSelected = true;
179 EventManager.TriggerParcelPrimCountTainted();
173 } 180 }
174 } 181 }
175 182
@@ -222,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 229 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 230 if (part == null)
224 return; 231 return;
225 232 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 233 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 234 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 235 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +242,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 242 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 243 // TODO: Make selection flagging per prim!
237 // 244 //
238 part.ParentGroup.IsSelected = false; 245 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
246 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
247 part.ParentGroup.IsSelected = false;
239 248
240 if (part.ParentGroup.IsAttachment) 249 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 250 isAttachment = true;
@@ -255,6 +264,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 264 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 265 EventManager.TriggerParcelPrimCountTainted();
257 } 266 }
267 */
268
269 bool oldgprSelect = part.ParentGroup.IsSelected;
270
271 // This is wrong, wrong, wrong. Selection should not be
272 // handled by group, but by prim. Legacy cruft.
273 // TODO: Make selection flagging per prim!
274 //
275 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
276 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
277 {
278 part.IsSelected = false;
279 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
280 EventManager.TriggerParcelPrimCountTainted();
281 }
282
258 } 283 }
259 284
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 285 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -397,6 +422,20 @@ namespace OpenSim.Region.Framework.Scenes
397 ); 422 );
398 } 423 }
399 424
425 private class DescendentsRequestData
426 {
427 public IClientAPI RemoteClient;
428 public UUID FolderID;
429 public UUID OwnerID;
430 public bool FetchFolders;
431 public bool FetchItems;
432 public int SortOrder;
433 }
434
435 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
436 private Object m_descendentsRequestLock = new Object();
437 private bool m_descendentsRequestProcessing = false;
438
400 /// <summary> 439 /// <summary>
401 /// Tell the client about the various child items and folders contained in the requested folder. 440 /// Tell the client about the various child items and folders contained in the requested folder.
402 /// </summary> 441 /// </summary>
@@ -433,17 +472,38 @@ namespace OpenSim.Region.Framework.Scenes
433 } 472 }
434 } 473 }
435 474
436 // We're going to send the reply async, because there may be 475 lock (m_descendentsRequestLock)
437 // an enormous quantity of packets -- basically the entire inventory! 476 {
438 // We don't want to block the client thread while all that is happening. 477 if (!m_descendentsRequestProcessing)
439 SendInventoryDelegate d = SendInventoryAsync; 478 {
440 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 479 m_descendentsRequestProcessing = true;
480
481 // We're going to send the reply async, because there may be
482 // an enormous quantity of packets -- basically the entire inventory!
483 // We don't want to block the client thread while all that is happening.
484 SendInventoryDelegate d = SendInventoryAsync;
485 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
486
487 return;
488 }
489
490 DescendentsRequestData req = new DescendentsRequestData();
491 req.RemoteClient = remoteClient;
492 req.FolderID = folderID;
493 req.OwnerID = ownerID;
494 req.FetchFolders = fetchFolders;
495 req.FetchItems = fetchItems;
496 req.SortOrder = sortOrder;
497
498 m_descendentsRequestQueue.Enqueue(req);
499 }
441 } 500 }
442 501
443 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 502 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
444 503
445 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 504 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
446 { 505 {
506 Thread.Sleep(20);
447 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 507 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
448 } 508 }
449 509
@@ -451,6 +511,21 @@ namespace OpenSim.Region.Framework.Scenes
451 { 511 {
452 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 512 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
453 d.EndInvoke(iar); 513 d.EndInvoke(iar);
514
515 lock (m_descendentsRequestLock)
516 {
517 if (m_descendentsRequestQueue.Count > 0)
518 {
519 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
520
521 d = SendInventoryAsync;
522 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
523
524 return;
525 }
526
527 m_descendentsRequestProcessing = false;
528 }
454 } 529 }
455 530
456 /// <summary> 531 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 5f45529..45d512b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -156,8 +156,8 @@ namespace OpenSim.Region.Framework.Scenes
156 // TODO: need to figure out how allow client agents but deny 156 // TODO: need to figure out how allow client agents but deny
157 // root agents when ACL denies access to root agent 157 // root agents when ACL denies access to root agent
158 public bool m_strictAccessControl = true; 158 public bool m_strictAccessControl = true;
159 159 public bool m_seeIntoBannedRegion = false;
160 public int MaxUndoCount { get; set; } 160 public int MaxUndoCount = 5;
161 161
162 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 162 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
163 public bool LoginLock = false; 163 public bool LoginLock = false;
@@ -173,12 +173,14 @@ namespace OpenSim.Region.Framework.Scenes
173 173
174 protected int m_splitRegionID; 174 protected int m_splitRegionID;
175 protected Timer m_restartWaitTimer = new Timer(); 175 protected Timer m_restartWaitTimer = new Timer();
176 protected Timer m_timerWatchdog = new Timer();
176 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 177 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
177 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 178 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
178 protected string m_simulatorVersion = "OpenSimulator Server"; 179 protected string m_simulatorVersion = "OpenSimulator Server";
179 protected ModuleLoader m_moduleLoader; 180 protected ModuleLoader m_moduleLoader;
180 protected AgentCircuitManager m_authenticateHandler; 181 protected AgentCircuitManager m_authenticateHandler;
181 protected SceneCommunicationService m_sceneGridService; 182 protected SceneCommunicationService m_sceneGridService;
183 protected ISnmpModule m_snmpService = null;
182 184
183 protected ISimulationDataService m_SimulationDataService; 185 protected ISimulationDataService m_SimulationDataService;
184 protected IEstateDataService m_EstateDataService; 186 protected IEstateDataService m_EstateDataService;
@@ -241,8 +243,8 @@ namespace OpenSim.Region.Framework.Scenes
241 private int m_update_presences = 1; // Update scene presence movements 243 private int m_update_presences = 1; // Update scene presence movements
242 private int m_update_events = 1; 244 private int m_update_events = 1;
243 private int m_update_backup = 200; 245 private int m_update_backup = 200;
244 private int m_update_terrain = 50; 246 private int m_update_terrain = 1000;
245// private int m_update_land = 1; 247 private int m_update_land = 10;
246 private int m_update_coarse_locations = 50; 248 private int m_update_coarse_locations = 50;
247 249
248 private int agentMS; 250 private int agentMS;
@@ -255,13 +257,13 @@ namespace OpenSim.Region.Framework.Scenes
255 private int backupMS; 257 private int backupMS;
256 private int terrainMS; 258 private int terrainMS;
257 private int landMS; 259 private int landMS;
258 private int spareMS;
259 260
260 /// <summary> 261 /// <summary>
261 /// Tick at which the last frame was processed. 262 /// Tick at which the last frame was processed.
262 /// </summary> 263 /// </summary>
263 private int m_lastFrameTick; 264 private int m_lastFrameTick;
264 265
266 public bool CombineRegions = false;
265 /// <summary> 267 /// <summary>
266 /// Tick at which the last maintenance run occurred. 268 /// Tick at which the last maintenance run occurred.
267 /// </summary> 269 /// </summary>
@@ -292,6 +294,11 @@ namespace OpenSim.Region.Framework.Scenes
292 /// </summary> 294 /// </summary>
293 private int m_LastLogin; 295 private int m_LastLogin;
294 296
297 private int m_lastIncoming;
298 private int m_lastOutgoing;
299 private int m_hbRestarts = 0;
300
301
295 /// <summary> 302 /// <summary>
296 /// Thread that runs the scene loop. 303 /// Thread that runs the scene loop.
297 /// </summary> 304 /// </summary>
@@ -332,7 +339,7 @@ namespace OpenSim.Region.Framework.Scenes
332 private volatile bool m_active; 339 private volatile bool m_active;
333 340
334// private int m_lastUpdate; 341// private int m_lastUpdate;
335// private bool m_firstHeartbeat = true; 342 private bool m_firstHeartbeat = true;
336 343
337 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 344 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
338 private bool m_reprioritizationEnabled = true; 345 private bool m_reprioritizationEnabled = true;
@@ -377,6 +384,19 @@ namespace OpenSim.Region.Framework.Scenes
377 get { return m_sceneGridService; } 384 get { return m_sceneGridService; }
378 } 385 }
379 386
387 public ISnmpModule SnmpService
388 {
389 get
390 {
391 if (m_snmpService == null)
392 {
393 m_snmpService = RequestModuleInterface<ISnmpModule>();
394 }
395
396 return m_snmpService;
397 }
398 }
399
380 public ISimulationDataService SimulationDataService 400 public ISimulationDataService SimulationDataService
381 { 401 {
382 get 402 get
@@ -676,6 +696,8 @@ namespace OpenSim.Region.Framework.Scenes
676 m_SimulationDataService = simDataService; 696 m_SimulationDataService = simDataService;
677 m_EstateDataService = estateDataService; 697 m_EstateDataService = estateDataService;
678 m_regionHandle = RegionInfo.RegionHandle; 698 m_regionHandle = RegionInfo.RegionHandle;
699 m_lastIncoming = 0;
700 m_lastOutgoing = 0;
679 701
680 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 702 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
681 m_asyncSceneObjectDeleter.Enabled = true; 703 m_asyncSceneObjectDeleter.Enabled = true;
@@ -758,132 +780,141 @@ namespace OpenSim.Region.Framework.Scenes
758 780
759 // Region config overrides global config 781 // Region config overrides global config
760 // 782 //
761 if (m_config.Configs["Startup"] != null) 783 try
762 { 784 {
763 IConfig startupConfig = m_config.Configs["Startup"]; 785 if (m_config.Configs["Startup"] != null)
764
765 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
766
767 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
768 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
769 if (!m_useBackup)
770 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
771
772 //Animation states
773 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
774
775 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
776
777 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
778 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
779
780 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
781 if (RegionInfo.NonphysPrimMin > 0)
782 { 786 {
783 m_minNonphys = RegionInfo.NonphysPrimMin; 787 IConfig startupConfig = m_config.Configs["Startup"];
784 }
785 788
786 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 789 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
787 if (RegionInfo.NonphysPrimMax > 0)
788 {
789 m_maxNonphys = RegionInfo.NonphysPrimMax;
790 }
791 790
792 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 791 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
793 if (RegionInfo.PhysPrimMin > 0) 792 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
794 { 793 if (!m_useBackup)
795 m_minPhys = RegionInfo.PhysPrimMin; 794 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
796 } 795
796 //Animation states
797 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
797 798
798 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 799 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
799 if (RegionInfo.PhysPrimMax > 0) 800 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
800 {
801 m_maxPhys = RegionInfo.PhysPrimMax;
802 }
803 801
804 // Here, if clamping is requested in either global or 802 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
805 // local config, it will be used 803 if (RegionInfo.NonphysPrimMin > 0)
806 // 804 {
807 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 805 m_minNonphys = RegionInfo.NonphysPrimMin;
808 if (RegionInfo.ClampPrimSize) 806 }
809 {
810 m_clampPrimSize = true;
811 }
812 807
813 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 808 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
814 if (RegionInfo.LinksetCapacity > 0) 809 if (RegionInfo.NonphysPrimMax > 0)
815 { 810 {
816 m_linksetCapacity = RegionInfo.LinksetCapacity; 811 m_maxNonphys = RegionInfo.NonphysPrimMax;
817 } 812 }
818 813
819 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 814 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
820 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 815 if (RegionInfo.PhysPrimMin > 0)
821 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 816 {
822 m_dontPersistBefore = 817 m_minPhys = RegionInfo.PhysPrimMin;
823 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 818 }
824 m_dontPersistBefore *= 10000000;
825 m_persistAfter =
826 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
827 m_persistAfter *= 10000000;
828 819
829 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 820 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
830 821
831 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 822 if (RegionInfo.PhysPrimMax > 0)
832 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 823 {
824 m_maxPhys = RegionInfo.PhysPrimMax;
825 }
833 826
834 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 827 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
828 if (RegionInfo.LinksetCapacity > 0)
829 {
830 m_linksetCapacity = RegionInfo.LinksetCapacity;
831 }
835 832
836 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 833 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
837 if (m_generateMaptiles) 834 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
838 { 835
839 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 836 // Here, if clamping is requested in either global or
840 if (maptileRefresh != 0) 837 // local config, it will be used
838 //
839 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
840 if (RegionInfo.ClampPrimSize)
841 { 841 {
842 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 842 m_clampPrimSize = true;
843 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
844 m_mapGenerationTimer.AutoReset = true;
845 m_mapGenerationTimer.Start();
846 } 843 }
847 }
848 else
849 {
850 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
851 UUID tileID;
852 844
853 if (UUID.TryParse(tile, out tileID)) 845 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
846 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
847 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
848 m_dontPersistBefore =
849 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
850 m_dontPersistBefore *= 10000000;
851 m_persistAfter =
852 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
853 m_persistAfter *= 10000000;
854
855 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
856 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
857
858 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
859 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
860 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
861
862 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
863 if (m_generateMaptiles)
854 { 864 {
855 RegionInfo.RegionSettings.TerrainImageID = tileID; 865 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
866 if (maptileRefresh != 0)
867 {
868 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
869 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
870 m_mapGenerationTimer.AutoReset = true;
871 m_mapGenerationTimer.Start();
872 }
856 } 873 }
857 } 874 else
875 {
876 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
877 UUID tileID;
858 878
859 string grant = startupConfig.GetString("AllowedClients", String.Empty); 879 if (UUID.TryParse(tile, out tileID))
860 if (grant.Length > 0) 880 {
861 { 881 RegionInfo.RegionSettings.TerrainImageID = tileID;
862 foreach (string viewer in grant.Split('|')) 882 }
883 }
884
885 string grant = startupConfig.GetString("AllowedClients", String.Empty);
886 if (grant.Length > 0)
863 { 887 {
864 m_AllowedViewers.Add(viewer.Trim().ToLower()); 888 foreach (string viewer in grant.Split(','))
889 {
890 m_AllowedViewers.Add(viewer.Trim().ToLower());
891 }
865 } 892 }
866 }
867 893
868 grant = startupConfig.GetString("BannedClients", String.Empty); 894 grant = startupConfig.GetString("BannedClients", String.Empty);
869 if (grant.Length > 0) 895 if (grant.Length > 0)
870 {
871 foreach (string viewer in grant.Split('|'))
872 { 896 {
873 m_BannedViewers.Add(viewer.Trim().ToLower()); 897 foreach (string viewer in grant.Split(','))
898 {
899 m_BannedViewers.Add(viewer.Trim().ToLower());
900 }
874 } 901 }
875 }
876 902
877 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 903 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
878 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 904 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
879 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 905 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
880 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 906 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
881 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 907 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
882 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 908 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
883 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 909 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
884 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 910 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
885 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 911 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
886 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 912 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
913 }
914 }
915 catch (Exception e)
916 {
917 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
887 } 918 }
888 919
889 // FIXME: Ultimately this should be in a module. 920 // FIXME: Ultimately this should be in a module.
@@ -928,6 +959,8 @@ namespace OpenSim.Region.Framework.Scenes
928 StatsReporter = new SimStatsReporter(this); 959 StatsReporter = new SimStatsReporter(this);
929 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 960 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
930 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 961 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
962
963 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
931 } 964 }
932 965
933 public Scene(RegionInfo regInfo) : base(regInfo) 966 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1340,7 +1373,22 @@ namespace OpenSim.Region.Framework.Scenes
1340 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1373 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1341 if (m_heartbeatThread != null) 1374 if (m_heartbeatThread != null)
1342 { 1375 {
1376 m_hbRestarts++;
1377 if(m_hbRestarts > 10)
1378 Environment.Exit(1);
1379 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1380
1381//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1382//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1383//proc.EnableRaisingEvents=false;
1384//proc.StartInfo.FileName = "/bin/kill";
1385//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1386//proc.Start();
1387//proc.WaitForExit();
1388//Thread.Sleep(1000);
1389//Environment.Exit(1);
1343 m_heartbeatThread.Abort(); 1390 m_heartbeatThread.Abort();
1391 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1344 m_heartbeatThread = null; 1392 m_heartbeatThread = null;
1345 } 1393 }
1346// m_lastUpdate = Util.EnvironmentTickCount(); 1394// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1487,16 +1535,20 @@ namespace OpenSim.Region.Framework.Scenes
1487 endFrame = Frame + frames; 1535 endFrame = Frame + frames;
1488 1536
1489 float physicsFPS = 0f; 1537 float physicsFPS = 0f;
1490 int previousFrameTick, tmpMS; 1538 int tmpMS;
1491 int maintc = Util.EnvironmentTickCount(); 1539 int previousFrameTick;
1540 int maintc;
1541 int sleepMS;
1542 int framestart;
1492 1543
1493 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1544 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1494 { 1545 {
1546 framestart = Util.EnvironmentTickCount();
1495 ++Frame; 1547 ++Frame;
1496 1548
1497// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1549// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1498 1550
1499 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1551 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1500 1552
1501 try 1553 try
1502 { 1554 {
@@ -1548,6 +1600,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 m_sceneGraph.UpdatePresences(); 1600 m_sceneGraph.UpdatePresences();
1549 1601
1550 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1602 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1603
1551 1604
1552 // Delete temp-on-rez stuff 1605 // Delete temp-on-rez stuff
1553 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1606 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1629,34 +1682,37 @@ namespace OpenSim.Region.Framework.Scenes
1629 1682
1630 Watchdog.UpdateThread(); 1683 Watchdog.UpdateThread();
1631 1684
1685 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1686
1687 StatsReporter.AddPhysicsFPS(physicsFPS);
1688 StatsReporter.AddTimeDilation(TimeDilation);
1689 StatsReporter.AddFPS(1);
1690
1691 StatsReporter.addAgentMS(agentMS);
1692 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1693 StatsReporter.addOtherMS(otherMS);
1694 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1695
1632 previousFrameTick = m_lastFrameTick; 1696 previousFrameTick = m_lastFrameTick;
1633 m_lastFrameTick = Util.EnvironmentTickCount(); 1697 m_lastFrameTick = Util.EnvironmentTickCount();
1634 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1698 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1635 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1699 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1636 1700
1701 m_firstHeartbeat = false;
1702
1703 sleepMS = Util.EnvironmentTickCount();
1704
1637 if (tmpMS > 0) 1705 if (tmpMS > 0)
1638 {
1639 Thread.Sleep(tmpMS); 1706 Thread.Sleep(tmpMS);
1640 spareMS += tmpMS;
1641 }
1642
1643 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1644 maintc = Util.EnvironmentTickCount();
1645 1707
1646 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1708 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1709 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1710 StatsReporter.addSleepMS(sleepMS);
1711 StatsReporter.addFrameMS(frameMS);
1647 1712
1648 // if (Frame%m_update_avatars == 0) 1713 // if (Frame%m_update_avatars == 0)
1649 // UpdateInWorldTime(); 1714 // UpdateInWorldTime();
1650 StatsReporter.AddPhysicsFPS(physicsFPS);
1651 StatsReporter.AddTimeDilation(TimeDilation);
1652 StatsReporter.AddFPS(1);
1653 1715
1654 StatsReporter.addFrameMS(frameMS);
1655 StatsReporter.addAgentMS(agentMS);
1656 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1657 StatsReporter.addOtherMS(otherMS);
1658 StatsReporter.AddSpareMS(spareMS);
1659 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1660 1716
1661 // Optionally warn if a frame takes double the amount of time that it should. 1717 // Optionally warn if a frame takes double the amount of time that it should.
1662 if (DebugUpdates 1718 if (DebugUpdates
@@ -1684,9 +1740,9 @@ namespace OpenSim.Region.Framework.Scenes
1684 1740
1685 private void CheckAtTargets() 1741 private void CheckAtTargets()
1686 { 1742 {
1687 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1743 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1688 lock (m_groupsWithTargets) 1744 lock (m_groupsWithTargets)
1689 objs = m_groupsWithTargets.Values; 1745 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1690 1746
1691 foreach (SceneObjectGroup entry in objs) 1747 foreach (SceneObjectGroup entry in objs)
1692 entry.checkAtTargets(); 1748 entry.checkAtTargets();
@@ -1767,7 +1823,7 @@ namespace OpenSim.Region.Framework.Scenes
1767 msg.fromAgentName = "Server"; 1823 msg.fromAgentName = "Server";
1768 msg.dialog = (byte)19; // Object msg 1824 msg.dialog = (byte)19; // Object msg
1769 msg.fromGroup = false; 1825 msg.fromGroup = false;
1770 msg.offline = (byte)0; 1826 msg.offline = (byte)1;
1771 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1827 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1772 msg.Position = Vector3.Zero; 1828 msg.Position = Vector3.Zero;
1773 msg.RegionID = RegionInfo.RegionID.Guid; 1829 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1989,6 +2045,19 @@ namespace OpenSim.Region.Framework.Scenes
1989 EventManager.TriggerPrimsLoaded(this); 2045 EventManager.TriggerPrimsLoaded(this);
1990 } 2046 }
1991 2047
2048 public bool SuportsRayCastFiltered()
2049 {
2050 if (PhysicsScene == null)
2051 return false;
2052 return PhysicsScene.SuportsRaycastWorldFiltered();
2053 }
2054
2055 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2056 {
2057 if (PhysicsScene == null)
2058 return null;
2059 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
2060 }
1992 2061
1993 /// <summary> 2062 /// <summary>
1994 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 2063 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -2005,14 +2074,24 @@ namespace OpenSim.Region.Framework.Scenes
2005 /// <returns></returns> 2074 /// <returns></returns>
2006 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2075 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2007 { 2076 {
2077
2078 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2079 Vector3 wpos = Vector3.Zero;
2080 // Check for water surface intersection from above
2081 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2082 {
2083 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2084 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2085 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2086 wpos.Z = wheight;
2087 }
2088
2008 Vector3 pos = Vector3.Zero; 2089 Vector3 pos = Vector3.Zero;
2009 if (RayEndIsIntersection == (byte)1) 2090 if (RayEndIsIntersection == (byte)1)
2010 { 2091 {
2011 pos = RayEnd; 2092 pos = RayEnd;
2012 return pos;
2013 } 2093 }
2014 2094 else if (RayTargetID != UUID.Zero)
2015 if (RayTargetID != UUID.Zero)
2016 { 2095 {
2017 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2096 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2018 2097
@@ -2034,7 +2113,7 @@ namespace OpenSim.Region.Framework.Scenes
2034 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2113 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2035 2114
2036 // Un-comment out the following line to Get Raytrace results printed to the console. 2115 // Un-comment out the following line to Get Raytrace results printed to the console.
2037 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2116 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2038 float ScaleOffset = 0.5f; 2117 float ScaleOffset = 0.5f;
2039 2118
2040 // If we hit something 2119 // If we hit something
@@ -2057,13 +2136,10 @@ namespace OpenSim.Region.Framework.Scenes
2057 //pos.Z -= 0.25F; 2136 //pos.Z -= 0.25F;
2058 2137
2059 } 2138 }
2060
2061 return pos;
2062 } 2139 }
2063 else 2140 else
2064 { 2141 {
2065 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2142 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2066
2067 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2143 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2068 2144
2069 // Un-comment the following line to print the raytrace results to the console. 2145 // Un-comment the following line to print the raytrace results to the console.
@@ -2072,13 +2148,12 @@ namespace OpenSim.Region.Framework.Scenes
2072 if (ei.HitTF) 2148 if (ei.HitTF)
2073 { 2149 {
2074 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2150 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2075 } else 2151 }
2152 else
2076 { 2153 {
2077 // fall back to our stupid functionality 2154 // fall back to our stupid functionality
2078 pos = RayEnd; 2155 pos = RayEnd;
2079 } 2156 }
2080
2081 return pos;
2082 } 2157 }
2083 } 2158 }
2084 else 2159 else
@@ -2089,8 +2164,12 @@ namespace OpenSim.Region.Framework.Scenes
2089 //increase height so its above the ground. 2164 //increase height so its above the ground.
2090 //should be getting the normal of the ground at the rez point and using that? 2165 //should be getting the normal of the ground at the rez point and using that?
2091 pos.Z += scale.Z / 2f; 2166 pos.Z += scale.Z / 2f;
2092 return pos; 2167// return pos;
2093 } 2168 }
2169
2170 // check against posible water intercept
2171 if (wpos.Z > pos.Z) pos = wpos;
2172 return pos;
2094 } 2173 }
2095 2174
2096 2175
@@ -2181,12 +2260,12 @@ namespace OpenSim.Region.Framework.Scenes
2181 { 2260 {
2182 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2261 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2183 { 2262 {
2263 sceneObject.IsDeleted = false;
2184 EventManager.TriggerObjectAddedToScene(sceneObject); 2264 EventManager.TriggerObjectAddedToScene(sceneObject);
2185 return true; 2265 return true;
2186 } 2266 }
2187 2267
2188 return false; 2268 return false;
2189
2190 } 2269 }
2191 2270
2192 /// <summary> 2271 /// <summary>
@@ -2278,6 +2357,15 @@ namespace OpenSim.Region.Framework.Scenes
2278 /// </summary> 2357 /// </summary>
2279 public void DeleteAllSceneObjects() 2358 public void DeleteAllSceneObjects()
2280 { 2359 {
2360 DeleteAllSceneObjects(false);
2361 }
2362
2363 /// <summary>
2364 /// Delete every object from the scene. This does not include attachments worn by avatars.
2365 /// </summary>
2366 public void DeleteAllSceneObjects(bool exceptNoCopy)
2367 {
2368 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2281 lock (Entities) 2369 lock (Entities)
2282 { 2370 {
2283 EntityBase[] entities = Entities.GetEntities(); 2371 EntityBase[] entities = Entities.GetEntities();
@@ -2286,11 +2374,24 @@ namespace OpenSim.Region.Framework.Scenes
2286 if (e is SceneObjectGroup) 2374 if (e is SceneObjectGroup)
2287 { 2375 {
2288 SceneObjectGroup sog = (SceneObjectGroup)e; 2376 SceneObjectGroup sog = (SceneObjectGroup)e;
2289 if (!sog.IsAttachment) 2377 if (sog != null && !sog.IsAttachment)
2290 DeleteSceneObject((SceneObjectGroup)e, false); 2378 {
2379 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2380 {
2381 DeleteSceneObject((SceneObjectGroup)e, false);
2382 }
2383 else
2384 {
2385 toReturn.Add((SceneObjectGroup)e);
2386 }
2387 }
2291 } 2388 }
2292 } 2389 }
2293 } 2390 }
2391 if (toReturn.Count > 0)
2392 {
2393 returnObjects(toReturn.ToArray(), UUID.Zero);
2394 }
2294 } 2395 }
2295 2396
2296 /// <summary> 2397 /// <summary>
@@ -2325,6 +2426,12 @@ namespace OpenSim.Region.Framework.Scenes
2325 2426
2326 foreach (SceneObjectPart part in partList) 2427 foreach (SceneObjectPart part in partList)
2327 { 2428 {
2429 if (part.KeyframeMotion != null)
2430 {
2431 part.KeyframeMotion.Delete();
2432 part.KeyframeMotion = null;
2433 }
2434
2328 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2435 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2329 { 2436 {
2330 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2437 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2342,6 +2449,8 @@ namespace OpenSim.Region.Framework.Scenes
2342 } 2449 }
2343 2450
2344 group.DeleteGroupFromScene(silent); 2451 group.DeleteGroupFromScene(silent);
2452 if (!silent)
2453 SendKillObject(new List<uint>() { group.LocalId });
2345 2454
2346// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2455// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2347 } 2456 }
@@ -2632,7 +2741,7 @@ namespace OpenSim.Region.Framework.Scenes
2632 // If the user is banned, we won't let any of their objects 2741 // If the user is banned, we won't let any of their objects
2633 // enter. Period. 2742 // enter. Period.
2634 // 2743 //
2635 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2744 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2636 { 2745 {
2637 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2746 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2638 return false; 2747 return false;
@@ -2640,6 +2749,8 @@ namespace OpenSim.Region.Framework.Scenes
2640 2749
2641 if (newPosition != Vector3.Zero) 2750 if (newPosition != Vector3.Zero)
2642 newObject.RootPart.GroupPosition = newPosition; 2751 newObject.RootPart.GroupPosition = newPosition;
2752 if (newObject.RootPart.KeyframeMotion != null)
2753 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2643 2754
2644 if (!AddSceneObject(newObject)) 2755 if (!AddSceneObject(newObject))
2645 { 2756 {
@@ -2684,6 +2795,23 @@ namespace OpenSim.Region.Framework.Scenes
2684 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2795 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2685 public bool AddSceneObject(SceneObjectGroup sceneObject) 2796 public bool AddSceneObject(SceneObjectGroup sceneObject)
2686 { 2797 {
2798 if (sceneObject.OwnerID == UUID.Zero)
2799 {
2800 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2801 return false;
2802 }
2803
2804 // If the user is banned, we won't let any of their objects
2805 // enter. Period.
2806 //
2807 int flags = GetUserFlags(sceneObject.OwnerID);
2808 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2809 {
2810 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2811
2812 return false;
2813 }
2814
2687 // Force allocation of new LocalId 2815 // Force allocation of new LocalId
2688 // 2816 //
2689 SceneObjectPart[] parts = sceneObject.Parts; 2817 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2717,16 +2845,27 @@ namespace OpenSim.Region.Framework.Scenes
2717 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2845 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2718 2846
2719 if (AttachmentsModule != null) 2847 if (AttachmentsModule != null)
2720 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2848 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2721 } 2849 }
2722 else 2850 else
2723 { 2851 {
2852 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2724 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2853 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2725 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2854 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2726 } 2855 }
2856 if (sceneObject.OwnerID == UUID.Zero)
2857 {
2858 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2859 return false;
2860 }
2727 } 2861 }
2728 else 2862 else
2729 { 2863 {
2864 if (sceneObject.OwnerID == UUID.Zero)
2865 {
2866 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2867 return false;
2868 }
2730 AddRestoredSceneObject(sceneObject, true, false); 2869 AddRestoredSceneObject(sceneObject, true, false);
2731 } 2870 }
2732 2871
@@ -2743,6 +2882,24 @@ namespace OpenSim.Region.Framework.Scenes
2743 return 2; // StateSource.PrimCrossing 2882 return 2; // StateSource.PrimCrossing
2744 } 2883 }
2745 2884
2885 public int GetUserFlags(UUID user)
2886 {
2887 //Unfortunately the SP approach means that the value is cached until region is restarted
2888 /*
2889 ScenePresence sp;
2890 if (TryGetScenePresence(user, out sp))
2891 {
2892 return sp.UserFlags;
2893 }
2894 else
2895 {
2896 */
2897 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2898 if (uac == null)
2899 return 0;
2900 return uac.UserFlags;
2901 //}
2902 }
2746 #endregion 2903 #endregion
2747 2904
2748 #region Add/Remove Avatar Methods 2905 #region Add/Remove Avatar Methods
@@ -2775,7 +2932,7 @@ namespace OpenSim.Region.Framework.Scenes
2775 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2932 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2776 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2933 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2777 2934
2778 // CheckHeartbeat(); 2935 CheckHeartbeat();
2779 2936
2780 sp = GetScenePresence(client.AgentId); 2937 sp = GetScenePresence(client.AgentId);
2781 2938
@@ -2919,19 +3076,14 @@ namespace OpenSim.Region.Framework.Scenes
2919 // and the scene presence and the client, if they exist 3076 // and the scene presence and the client, if they exist
2920 try 3077 try
2921 { 3078 {
2922 // We need to wait for the client to make UDP contact first. 3079 ScenePresence sp = GetScenePresence(agentID);
2923 // It's the UDP contact that creates the scene presence 3080
2924 ScenePresence sp = WaitGetScenePresence(agentID);
2925 if (sp != null) 3081 if (sp != null)
2926 { 3082 {
2927 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3083 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2928
2929 sp.ControllingClient.Close(); 3084 sp.ControllingClient.Close();
2930 } 3085 }
2931 else 3086
2932 {
2933 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2934 }
2935 // BANG! SLASH! 3087 // BANG! SLASH!
2936 m_authenticateHandler.RemoveCircuit(agentID); 3088 m_authenticateHandler.RemoveCircuit(agentID);
2937 3089
@@ -2976,6 +3128,8 @@ namespace OpenSim.Region.Framework.Scenes
2976 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3128 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2977 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3129 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2978 3130
3131 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3132
2979 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3133 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2980 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3134 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2981 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3135 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3032,6 +3186,7 @@ namespace OpenSim.Region.Framework.Scenes
3032 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3186 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3033 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3187 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3034 client.OnCopyInventoryItem += CopyInventoryItem; 3188 client.OnCopyInventoryItem += CopyInventoryItem;
3189 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3035 client.OnMoveInventoryItem += MoveInventoryItem; 3190 client.OnMoveInventoryItem += MoveInventoryItem;
3036 client.OnRemoveInventoryItem += RemoveInventoryItem; 3191 client.OnRemoveInventoryItem += RemoveInventoryItem;
3037 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3192 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3103,6 +3258,8 @@ namespace OpenSim.Region.Framework.Scenes
3103 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3258 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3104 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3259 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3105 3260
3261 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3262
3106 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3263 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3107 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3264 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3108 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3265 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3205,7 +3362,7 @@ namespace OpenSim.Region.Framework.Scenes
3205 /// </summary> 3362 /// </summary>
3206 /// <param name="agentId">The avatar's Unique ID</param> 3363 /// <param name="agentId">The avatar's Unique ID</param>
3207 /// <param name="client">The IClientAPI for the client</param> 3364 /// <param name="client">The IClientAPI for the client</param>
3208 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3365 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3209 { 3366 {
3210 if (EntityTransferModule != null) 3367 if (EntityTransferModule != null)
3211 { 3368 {
@@ -3216,6 +3373,7 @@ namespace OpenSim.Region.Framework.Scenes
3216 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3373 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3217 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3374 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3218 } 3375 }
3376 return false;
3219 } 3377 }
3220 3378
3221 /// <summary> 3379 /// <summary>
@@ -3325,6 +3483,16 @@ namespace OpenSim.Region.Framework.Scenes
3325 /// <param name="flags"></param> 3483 /// <param name="flags"></param>
3326 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3484 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3327 { 3485 {
3486 //Add half the avatar's height so that the user doesn't fall through prims
3487 ScenePresence presence;
3488 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3489 {
3490 if (presence.Appearance != null)
3491 {
3492 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3493 }
3494 }
3495
3328 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3496 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3329 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3497 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3330 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3498 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3460,6 +3628,7 @@ namespace OpenSim.Region.Framework.Scenes
3460 // It's possible for child agents to have transactions if changes are being made cross-border. 3628 // It's possible for child agents to have transactions if changes are being made cross-border.
3461 if (AgentTransactionsModule != null) 3629 if (AgentTransactionsModule != null)
3462 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3630 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3631 m_log.Debug("[Scene] The avatar has left the building");
3463 } 3632 }
3464 catch (Exception e) 3633 catch (Exception e)
3465 { 3634 {
@@ -3652,38 +3821,39 @@ namespace OpenSim.Region.Framework.Scenes
3652 agent.firstname, agent.lastname, agent.Viewer); 3821 agent.firstname, agent.lastname, agent.Viewer);
3653 reason = "Access denied, your viewer is banned by the region owner"; 3822 reason = "Access denied, your viewer is banned by the region owner";
3654 return false; 3823 return false;
3655 } 3824 }
3825
3656 3826
3657 ILandObject land; 3827 ScenePresence sp = GetScenePresence(agent.AgentID);
3828
3829 if (sp != null && !sp.IsChildAgent)
3830 {
3831 // We have a zombie from a crashed session.
3832 // Or the same user is trying to be root twice here, won't work.
3833 // Kill it.
3834 m_log.WarnFormat(
3835 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3836 sp.Name, sp.UUID, RegionInfo.RegionName);
3837
3838 sp.ControllingClient.Close(true, true);
3839 sp = null;
3840 }
3658 3841
3659 lock (agent) 3842 lock (agent)
3660 { 3843 {
3661 ScenePresence sp = GetScenePresence(agent.AgentID);
3662
3663 if (sp != null && !sp.IsChildAgent)
3664 {
3665 // We have a zombie from a crashed session.
3666 // Or the same user is trying to be root twice here, won't work.
3667 // Kill it.
3668 m_log.WarnFormat(
3669 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3670 sp.Name, sp.UUID, RegionInfo.RegionName);
3671
3672 sp.ControllingClient.Close(true);
3673 sp = null;
3674 }
3675
3676 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3677
3678 //On login test land permisions 3844 //On login test land permisions
3679 if (vialogin) 3845 if (vialogin)
3680 { 3846 {
3681 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3847 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3848 if (cache != null)
3849 cache.Remove(agent.firstname + " " + agent.lastname);
3850 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3682 { 3851 {
3852 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3683 return false; 3853 return false;
3684 } 3854 }
3685 } 3855 }
3686 3856
3687 if (sp == null) // We don't have an [child] agent here already 3857 if (sp == null) // We don't have an [child] agent here already
3688 { 3858 {
3689 if (requirePresenceLookup) 3859 if (requirePresenceLookup)
@@ -3692,34 +3862,36 @@ namespace OpenSim.Region.Framework.Scenes
3692 { 3862 {
3693 if (!VerifyUserPresence(agent, out reason)) 3863 if (!VerifyUserPresence(agent, out reason))
3694 return false; 3864 return false;
3695 } 3865 } catch (Exception e)
3696 catch (Exception e)
3697 { 3866 {
3698 m_log.ErrorFormat( 3867 m_log.ErrorFormat(
3699 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3868 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3700
3701 return false; 3869 return false;
3702 } 3870 }
3703 } 3871 }
3704 3872
3705 try 3873 try
3706 { 3874 {
3707 if (!AuthorizeUser(agent, out reason)) 3875 // Always check estate if this is a login. Always
3708 return false; 3876 // check if banned regions are to be blacked out.
3877 if (vialogin || (!m_seeIntoBannedRegion))
3878 {
3879 if (!AuthorizeUser(agent, out reason))
3880 return false;
3881 }
3709 } 3882 }
3710 catch (Exception e) 3883 catch (Exception e)
3711 { 3884 {
3712 m_log.ErrorFormat( 3885 m_log.ErrorFormat(
3713 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3886 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3714
3715 return false; 3887 return false;
3716 } 3888 }
3717 3889
3718 m_log.InfoFormat( 3890 m_log.InfoFormat(
3719 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3891 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3720 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3892 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3721 agent.AgentID, agent.circuitcode); 3893 agent.AgentID, agent.circuitcode);
3722 3894
3723 if (CapsModule != null) 3895 if (CapsModule != null)
3724 { 3896 {
3725 CapsModule.SetAgentCapsSeeds(agent); 3897 CapsModule.SetAgentCapsSeeds(agent);
@@ -3731,15 +3903,15 @@ namespace OpenSim.Region.Framework.Scenes
3731 // Let the SP know how we got here. This has a lot of interesting 3903 // Let the SP know how we got here. This has a lot of interesting
3732 // uses down the line. 3904 // uses down the line.
3733 sp.TeleportFlags = (TPFlags)teleportFlags; 3905 sp.TeleportFlags = (TPFlags)teleportFlags;
3734 3906
3735 if (sp.IsChildAgent) 3907 if (sp.IsChildAgent)
3736 { 3908 {
3737 m_log.DebugFormat( 3909 m_log.DebugFormat(
3738 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3910 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3739 agent.AgentID, RegionInfo.RegionName); 3911 agent.AgentID, RegionInfo.RegionName);
3740 3912
3741 sp.AdjustKnownSeeds(); 3913 sp.AdjustKnownSeeds();
3742 3914
3743 if (CapsModule != null) 3915 if (CapsModule != null)
3744 CapsModule.SetAgentCapsSeeds(agent); 3916 CapsModule.SetAgentCapsSeeds(agent);
3745 } 3917 }
@@ -3841,6 +4013,8 @@ namespace OpenSim.Region.Framework.Scenes
3841 } 4013 }
3842 4014
3843 // Honor parcel landing type and position. 4015 // Honor parcel landing type and position.
4016 /*
4017 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3844 if (land != null) 4018 if (land != null)
3845 { 4019 {
3846 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4020 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3848,25 +4022,43 @@ namespace OpenSim.Region.Framework.Scenes
3848 agent.startpos = land.LandData.UserLocation; 4022 agent.startpos = land.LandData.UserLocation;
3849 } 4023 }
3850 } 4024 }
4025 */// This is now handled properly in ScenePresence.MakeRootAgent
3851 } 4026 }
3852 4027
3853 return true; 4028 return true;
3854 } 4029 }
3855 4030
3856 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4031 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3857 { 4032 {
3858 bool banned = land.IsBannedFromLand(agent.AgentID); 4033 if (posX < 0)
3859 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4034 posX = 0;
4035 else if (posX >= 256)
4036 posX = 255.999f;
4037 if (posY < 0)
4038 posY = 0;
4039 else if (posY >= 256)
4040 posY = 255.999f;
4041
4042 reason = String.Empty;
4043 if (Permissions.IsGod(agentID))
4044 return true;
4045
4046 ILandObject land = LandChannel.GetLandObject(posX, posY);
4047 if (land == null)
4048 return false;
4049
4050 bool banned = land.IsBannedFromLand(agentID);
4051 bool restricted = land.IsRestrictedFromLand(agentID);
3860 4052
3861 if (banned || restricted) 4053 if (banned || restricted)
3862 { 4054 {
3863 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4055 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3864 if (nearestParcel != null) 4056 if (nearestParcel != null)
3865 { 4057 {
3866 //Move agent to nearest allowed 4058 //Move agent to nearest allowed
3867 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4059 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3868 agent.startpos.X = newPosition.X; 4060 posX = newPosition.X;
3869 agent.startpos.Y = newPosition.Y; 4061 posY = newPosition.Y;
3870 } 4062 }
3871 else 4063 else
3872 { 4064 {
@@ -3928,7 +4120,7 @@ namespace OpenSim.Region.Framework.Scenes
3928 4120
3929 if (!m_strictAccessControl) return true; 4121 if (!m_strictAccessControl) return true;
3930 if (Permissions.IsGod(agent.AgentID)) return true; 4122 if (Permissions.IsGod(agent.AgentID)) return true;
3931 4123
3932 if (AuthorizationService != null) 4124 if (AuthorizationService != null)
3933 { 4125 {
3934 if (!AuthorizationService.IsAuthorizedForRegion( 4126 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3943,7 +4135,7 @@ namespace OpenSim.Region.Framework.Scenes
3943 4135
3944 if (RegionInfo.EstateSettings != null) 4136 if (RegionInfo.EstateSettings != null)
3945 { 4137 {
3946 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4138 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3947 { 4139 {
3948 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4140 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3949 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4141 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4133,6 +4325,15 @@ namespace OpenSim.Region.Framework.Scenes
4133 4325
4134 // XPTO: if this agent is not allowed here as root, always return false 4326 // XPTO: if this agent is not allowed here as root, always return false
4135 4327
4328 // We have to wait until the viewer contacts this region after receiving EAC.
4329 // That calls AddNewClient, which finally creates the ScenePresence
4330 int flags = GetUserFlags(cAgentData.AgentID);
4331 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4332 {
4333 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4334 return false;
4335 }
4336
4136 // TODO: This check should probably be in QueryAccess(). 4337 // TODO: This check should probably be in QueryAccess().
4137 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4338 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4138 if (nearestParcel == null) 4339 if (nearestParcel == null)
@@ -4197,7 +4398,7 @@ namespace OpenSim.Region.Framework.Scenes
4197 /// <param name='agentID'></param> 4398 /// <param name='agentID'></param>
4198 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4399 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4199 { 4400 {
4200 int ntimes = 10; 4401 int ntimes = 30;
4201 ScenePresence sp = null; 4402 ScenePresence sp = null;
4202 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4403 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4203 Thread.Sleep(1000); 4404 Thread.Sleep(1000);
@@ -4227,6 +4428,16 @@ namespace OpenSim.Region.Framework.Scenes
4227 return false; 4428 return false;
4228 } 4429 }
4229 4430
4431 public bool IncomingCloseAgent(UUID agentID)
4432 {
4433 return IncomingCloseAgent(agentID, false);
4434 }
4435
4436 public bool IncomingCloseChildAgent(UUID agentID)
4437 {
4438 return IncomingCloseAgent(agentID, true);
4439 }
4440
4230 /// <summary> 4441 /// <summary>
4231 /// Tell a single agent to disconnect from the region. 4442 /// Tell a single agent to disconnect from the region.
4232 /// </summary> 4443 /// </summary>
@@ -4242,7 +4453,7 @@ namespace OpenSim.Region.Framework.Scenes
4242 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4453 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4243 if (presence != null) 4454 if (presence != null)
4244 { 4455 {
4245 presence.ControllingClient.Close(force); 4456 presence.ControllingClient.Close(force, force);
4246 return true; 4457 return true;
4247 } 4458 }
4248 4459
@@ -4890,35 +5101,81 @@ namespace OpenSim.Region.Framework.Scenes
4890 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5101 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4891 } 5102 }
4892 5103
4893 public int GetHealth() 5104 public int GetHealth(out int flags, out string message)
4894 { 5105 {
4895 // Returns: 5106 // Returns:
4896 // 1 = sim is up and accepting http requests. The heartbeat has 5107 // 1 = sim is up and accepting http requests. The heartbeat has
4897 // stopped and the sim is probably locked up, but a remote 5108 // stopped and the sim is probably locked up, but a remote
4898 // admin restart may succeed 5109 // admin restart may succeed
4899 // 5110 //
4900 // 2 = Sim is up and the heartbeat is running. The sim is likely 5111 // 2 = Sim is up and the heartbeat is running. The sim is likely
4901 // usable for people within and logins _may_ work 5112 // usable for people within
4902 // 5113 //
4903 // 3 = We have seen a new user enter within the past 4 minutes 5114 // 3 = Sim is up and one packet thread is running. Sim is
5115 // unstable and will not accept new logins
5116 //
5117 // 4 = Sim is up and both packet threads are running. Sim is
5118 // likely usable
5119 //
5120 // 5 = We have seen a new user enter within the past 4 minutes
4904 // which can be seen as positive confirmation of sim health 5121 // which can be seen as positive confirmation of sim health
4905 // 5122 //
5123
5124 flags = 0;
5125 message = String.Empty;
5126
5127 CheckHeartbeat();
5128
5129 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5130 {
5131 // We're still starting
5132 // 0 means "in startup", it can't happen another way, since
5133 // to get here, we must be able to accept http connections
5134 return 0;
5135 }
5136
4906 int health=1; // Start at 1, means we're up 5137 int health=1; // Start at 1, means we're up
4907 5138
4908 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5139 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4909 health += 1; 5140 {
5141 health+=1;
5142 flags |= 1;
5143 }
5144
5145 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5146 {
5147 health+=1;
5148 flags |= 2;
5149 }
5150
5151 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5152 {
5153 health+=1;
5154 flags |= 4;
5155 }
4910 else 5156 else
5157 {
5158int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5159System.Diagnostics.Process proc = new System.Diagnostics.Process();
5160proc.EnableRaisingEvents=false;
5161proc.StartInfo.FileName = "/bin/kill";
5162proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5163proc.Start();
5164proc.WaitForExit();
5165Thread.Sleep(1000);
5166Environment.Exit(1);
5167 }
5168
5169 if (flags != 7)
4911 return health; 5170 return health;
4912 5171
4913 // A login in the last 4 mins? We can't be doing too badly 5172 // A login in the last 4 mins? We can't be doing too badly
4914 // 5173 //
4915 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5174 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4916 health++; 5175 health++;
4917 else 5176 else
4918 return health; 5177 return health;
4919 5178
4920// CheckHeartbeat();
4921
4922 return health; 5179 return health;
4923 } 5180 }
4924 5181
@@ -5006,7 +5263,7 @@ namespace OpenSim.Region.Framework.Scenes
5006 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5263 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5007 if (wasUsingPhysics) 5264 if (wasUsingPhysics)
5008 { 5265 {
5009 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 5266 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
5010 } 5267 }
5011 } 5268 }
5012 5269
@@ -5105,14 +5362,14 @@ namespace OpenSim.Region.Framework.Scenes
5105 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5362 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5106 } 5363 }
5107 5364
5108// private void CheckHeartbeat() 5365 private void CheckHeartbeat()
5109// { 5366 {
5110// if (m_firstHeartbeat) 5367 if (m_firstHeartbeat)
5111// return; 5368 return;
5112// 5369
5113// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5370 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5114// StartTimer(); 5371 Start();
5115// } 5372 }
5116 5373
5117 public override ISceneObject DeserializeObject(string representation) 5374 public override ISceneObject DeserializeObject(string representation)
5118 { 5375 {
@@ -5124,9 +5381,14 @@ namespace OpenSim.Region.Framework.Scenes
5124 get { return m_allowScriptCrossings; } 5381 get { return m_allowScriptCrossings; }
5125 } 5382 }
5126 5383
5127 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5384 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5128 { 5385 {
5129 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5386 return GetNearestAllowedPosition(avatar, null);
5387 }
5388
5389 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5390 {
5391 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5130 5392
5131 if (nearestParcel != null) 5393 if (nearestParcel != null)
5132 { 5394 {
@@ -5135,10 +5397,7 @@ namespace OpenSim.Region.Framework.Scenes
5135 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5397 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5136 if (nearestPoint != null) 5398 if (nearestPoint != null)
5137 { 5399 {
5138// m_log.DebugFormat( 5400 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5139// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5140// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5141
5142 return nearestPoint.Value; 5401 return nearestPoint.Value;
5143 } 5402 }
5144 5403
@@ -5148,17 +5407,20 @@ namespace OpenSim.Region.Framework.Scenes
5148 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5407 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5149 if (nearestPoint != null) 5408 if (nearestPoint != null)
5150 { 5409 {
5151// m_log.DebugFormat( 5410 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5152// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5153
5154 return nearestPoint.Value; 5411 return nearestPoint.Value;
5155 } 5412 }
5156 5413
5157 //Ultimate backup if we have no idea where they are 5414 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5158// m_log.DebugFormat( 5415 if (dest != excludeParcel)
5159// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5416 {
5417 // Ultimate backup if we have no idea where they are and
5418 // the last allowed position was in another parcel
5419 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5420 return avatar.lastKnownAllowedPosition;
5421 }
5160 5422
5161 return avatar.lastKnownAllowedPosition; 5423 // else fall through to region edge
5162 } 5424 }
5163 5425
5164 //Go to the edge, this happens in teleporting to a region with no available parcels 5426 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5192,13 +5454,18 @@ namespace OpenSim.Region.Framework.Scenes
5192 5454
5193 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5455 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5194 { 5456 {
5457 return GetNearestAllowedParcel(avatarId, x, y, null);
5458 }
5459
5460 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5461 {
5195 List<ILandObject> all = AllParcels(); 5462 List<ILandObject> all = AllParcels();
5196 float minParcelDistance = float.MaxValue; 5463 float minParcelDistance = float.MaxValue;
5197 ILandObject nearestParcel = null; 5464 ILandObject nearestParcel = null;
5198 5465
5199 foreach (var parcel in all) 5466 foreach (var parcel in all)
5200 { 5467 {
5201 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5468 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5202 { 5469 {
5203 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5470 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5204 if (parcelDistance < minParcelDistance) 5471 if (parcelDistance < minParcelDistance)
@@ -5440,7 +5707,55 @@ namespace OpenSim.Region.Framework.Scenes
5440 mapModule.GenerateMaptile(); 5707 mapModule.GenerateMaptile();
5441 } 5708 }
5442 5709
5443 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5710// public void CleanDroppedAttachments()
5711// {
5712// List<SceneObjectGroup> objectsToDelete =
5713// new List<SceneObjectGroup>();
5714//
5715// lock (m_cleaningAttachments)
5716// {
5717// ForEachSOG(delegate (SceneObjectGroup grp)
5718// {
5719// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5720// {
5721// UUID agentID = grp.OwnerID;
5722// if (agentID == UUID.Zero)
5723// {
5724// objectsToDelete.Add(grp);
5725// return;
5726// }
5727//
5728// ScenePresence sp = GetScenePresence(agentID);
5729// if (sp == null)
5730// {
5731// objectsToDelete.Add(grp);
5732// return;
5733// }
5734// }
5735// });
5736// }
5737//
5738// foreach (SceneObjectGroup grp in objectsToDelete)
5739// {
5740// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5741// DeleteSceneObject(grp, true);
5742// }
5743// }
5744
5745 public void ThreadAlive(int threadCode)
5746 {
5747 switch(threadCode)
5748 {
5749 case 1: // Incoming
5750 m_lastIncoming = Util.EnvironmentTickCount();
5751 break;
5752 case 2: // Incoming
5753 m_lastOutgoing = Util.EnvironmentTickCount();
5754 break;
5755 }
5756 }
5757
5758 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5444 { 5759 {
5445 RegenerateMaptile(); 5760 RegenerateMaptile();
5446 5761
@@ -5468,6 +5783,8 @@ namespace OpenSim.Region.Framework.Scenes
5468 /// <returns></returns> 5783 /// <returns></returns>
5469 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5784 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5470 { 5785 {
5786 reason = "You are banned from the region";
5787
5471 if (EntityTransferModule.IsInTransit(agentID)) 5788 if (EntityTransferModule.IsInTransit(agentID))
5472 { 5789 {
5473 reason = "Agent is still in transit from this region"; 5790 reason = "Agent is still in transit from this region";
@@ -5479,6 +5796,12 @@ namespace OpenSim.Region.Framework.Scenes
5479 return false; 5796 return false;
5480 } 5797 }
5481 5798
5799 if (Permissions.IsGod(agentID))
5800 {
5801 reason = String.Empty;
5802 return true;
5803 }
5804
5482 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5805 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5483 // However, the long term fix is to make sure root agent count is always accurate. 5806 // However, the long term fix is to make sure root agent count is always accurate.
5484 m_sceneGraph.RecalculateStats(); 5807 m_sceneGraph.RecalculateStats();
@@ -5499,6 +5822,41 @@ namespace OpenSim.Region.Framework.Scenes
5499 } 5822 }
5500 } 5823 }
5501 5824
5825 ScenePresence presence = GetScenePresence(agentID);
5826 IClientAPI client = null;
5827 AgentCircuitData aCircuit = null;
5828
5829 if (presence != null)
5830 {
5831 client = presence.ControllingClient;
5832 if (client != null)
5833 aCircuit = client.RequestClientInfo();
5834 }
5835
5836 // We may be called before there is a presence or a client.
5837 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5838 if (client == null)
5839 {
5840 aCircuit = new AgentCircuitData();
5841 aCircuit.AgentID = agentID;
5842 aCircuit.firstname = String.Empty;
5843 aCircuit.lastname = String.Empty;
5844 }
5845
5846 try
5847 {
5848 if (!AuthorizeUser(aCircuit, out reason))
5849 {
5850 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5851 return false;
5852 }
5853 }
5854 catch (Exception e)
5855 {
5856 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5857 return false;
5858 }
5859
5502 if (position == Vector3.Zero) // Teleport 5860 if (position == Vector3.Zero) // Teleport
5503 { 5861 {
5504 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5862 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5527,13 +5885,46 @@ namespace OpenSim.Region.Framework.Scenes
5527 } 5885 }
5528 } 5886 }
5529 } 5887 }
5888
5889 float posX = 128.0f;
5890 float posY = 128.0f;
5891
5892 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5893 {
5894 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5895 return false;
5896 }
5897 }
5898 else // Walking
5899 {
5900 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5901 if (land == null)
5902 return false;
5903
5904 bool banned = land.IsBannedFromLand(agentID);
5905 bool restricted = land.IsRestrictedFromLand(agentID);
5906
5907 if (banned || restricted)
5908 return false;
5530 } 5909 }
5531 5910
5532 reason = String.Empty; 5911 reason = String.Empty;
5533 return true; 5912 return true;
5534 } 5913 }
5535 5914
5536 /// <summary> 5915 public void StartTimerWatchdog()
5916 {
5917 m_timerWatchdog.Interval = 1000;
5918 m_timerWatchdog.Elapsed += TimerWatchdog;
5919 m_timerWatchdog.AutoReset = true;
5920 m_timerWatchdog.Start();
5921 }
5922
5923 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5924 {
5925 CheckHeartbeat();
5926 }
5927
5537 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5928 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5538 /// autopilot that moves an avatar to a sit target!. 5929 /// autopilot that moves an avatar to a sit target!.
5539 /// </summary> 5930 /// </summary>
@@ -5612,6 +6003,11 @@ namespace OpenSim.Region.Framework.Scenes
5612 return m_SpawnPoint - 1; 6003 return m_SpawnPoint - 1;
5613 } 6004 }
5614 6005
6006 private void HandleGcCollect(string module, string[] args)
6007 {
6008 GC.Collect();
6009 }
6010
5615 // Wrappers to get physics modules retrieve assets. Has to be done this way 6011 // Wrappers to get physics modules retrieve assets. Has to be done this way
5616 // because we can't assign the asset service to physics directly - at the 6012 // because we can't assign the asset service to physics directly - at the
5617 // time physics are instantiated it's not registered but it will be by 6013 // time physics are instantiated it's not registered but it will be by
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index b87a38a..7c8bd88 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -149,7 +149,6 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 protected ulong m_regionHandle; 150 protected ulong m_regionHandle;
151 protected string m_regionName; 151 protected string m_regionName;
152 protected RegionInfo m_regInfo;
153 152
154 public ITerrainChannel Heightmap; 153 public ITerrainChannel Heightmap;
155 154
@@ -174,6 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
174 get { return m_permissions; } 173 get { return m_permissions; }
175 } 174 }
176 175
176 protected string m_datastore;
177
177 /* Used by the loadbalancer plugin on GForge */ 178 /* Used by the loadbalancer plugin on GForge */
178 protected RegionStatus m_regStatus; 179 protected RegionStatus m_regStatus;
179 public RegionStatus RegionStatus 180 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 209a770..1beb584 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)
@@ -1181,6 +1261,52 @@ namespace OpenSim.Region.Framework.Scenes
1181 1261
1182 #region Client Event handlers 1262 #region Client Event handlers
1183 1263
1264 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1265 {
1266 SceneObjectPart part = GetSceneObjectPart(localID);
1267 ObjectChangeData data = (ObjectChangeData)odata;
1268
1269 if (part != null)
1270 {
1271 SceneObjectGroup grp = part.ParentGroup;
1272 if (grp != null)
1273 {
1274 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1275 {
1276 // These two are exceptions SL makes in the interpretation
1277 // of the change flags. Must check them here because otherwise
1278 // the group flag (see below) would be lost
1279 if (data.change == ObjectChangeType.groupS)
1280 data.change = ObjectChangeType.primS;
1281 if (data.change == ObjectChangeType.groupPS)
1282 data.change = ObjectChangeType.primPS;
1283 part.StoreUndoState(data.change); // lets test only saving what we changed
1284 grp.doChangeObject(part, (ObjectChangeData)data);
1285 }
1286 else
1287 {
1288 // Is this any kind of group operation?
1289 if ((data.change & ObjectChangeType.Group) != 0)
1290 {
1291 // Is a move and/or rotation requested?
1292 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1293 {
1294 // Are we allowed to move it?
1295 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1296 {
1297 // Strip all but move and rotation from request
1298 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1299
1300 part.StoreUndoState(data.change);
1301 grp.doChangeObject(part, (ObjectChangeData)data);
1302 }
1303 }
1304 }
1305 }
1306 }
1307 }
1308 }
1309
1184 /// <summary> 1310 /// <summary>
1185 /// Update the scale of an individual prim. 1311 /// Update the scale of an individual prim.
1186 /// </summary> 1312 /// </summary>
@@ -1195,7 +1321,17 @@ namespace OpenSim.Region.Framework.Scenes
1195 { 1321 {
1196 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1322 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1197 { 1323 {
1324 bool physbuild = false;
1325 if (part.ParentGroup.RootPart.PhysActor != null)
1326 {
1327 part.ParentGroup.RootPart.PhysActor.Building = true;
1328 physbuild = true;
1329 }
1330
1198 part.Resize(scale); 1331 part.Resize(scale);
1332
1333 if (physbuild)
1334 part.ParentGroup.RootPart.PhysActor.Building = false;
1199 } 1335 }
1200 } 1336 }
1201 } 1337 }
@@ -1207,7 +1343,17 @@ namespace OpenSim.Region.Framework.Scenes
1207 { 1343 {
1208 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1344 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1209 { 1345 {
1346 bool physbuild = false;
1347 if (group.RootPart.PhysActor != null)
1348 {
1349 group.RootPart.PhysActor.Building = true;
1350 physbuild = true;
1351 }
1352
1210 group.GroupResize(scale); 1353 group.GroupResize(scale);
1354
1355 if (physbuild)
1356 group.RootPart.PhysActor.Building = false;
1211 } 1357 }
1212 } 1358 }
1213 } 1359 }
@@ -1335,8 +1481,13 @@ namespace OpenSim.Region.Framework.Scenes
1335 { 1481 {
1336 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1482 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1337 { 1483 {
1338 if (m_parentScene.AttachmentsModule != null) 1484 // Set the new attachment point data in the object
1339 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1485 byte attachmentPoint = group.GetAttachmentPoint();
1486 group.UpdateGroupPosition(pos);
1487 group.IsAttachment = false;
1488 group.AbsolutePosition = group.RootPart.AttachedPos;
1489 group.AttachmentPoint = attachmentPoint;
1490 group.HasGroupChanged = true;
1340 } 1491 }
1341 else 1492 else
1342 { 1493 {
@@ -1384,7 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes
1384 /// <param name="SetPhantom"></param> 1535 /// <param name="SetPhantom"></param>
1385 /// <param name="remoteClient"></param> 1536 /// <param name="remoteClient"></param>
1386 protected internal void UpdatePrimFlags( 1537 protected internal void UpdatePrimFlags(
1387 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1538 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1388 { 1539 {
1389 SceneObjectGroup group = GetGroupByPrim(localID); 1540 SceneObjectGroup group = GetGroupByPrim(localID);
1390 if (group != null) 1541 if (group != null)
@@ -1392,7 +1543,28 @@ namespace OpenSim.Region.Framework.Scenes
1392 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1543 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1393 { 1544 {
1394 // VolumeDetect can't be set via UI and will always be off when a change is made there 1545 // VolumeDetect can't be set via UI and will always be off when a change is made there
1395 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1546 // now only change volume dtc if phantom off
1547
1548 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1549 {
1550 bool vdtc;
1551 if (SetPhantom) // if phantom keep volumedtc
1552 vdtc = group.RootPart.VolumeDetectActive;
1553 else // else turn it off
1554 vdtc = false;
1555
1556 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1557 }
1558 else
1559 {
1560 SceneObjectPart part = GetSceneObjectPart(localID);
1561 if (part != null)
1562 {
1563 part.UpdateExtraPhysics(PhysData);
1564 if (part.UpdatePhysRequired)
1565 remoteClient.SendPartPhysicsProprieties(part);
1566 }
1567 }
1396 } 1568 }
1397 } 1569 }
1398 } 1570 }
@@ -1536,6 +1708,7 @@ namespace OpenSim.Region.Framework.Scenes
1536 { 1708 {
1537 part.Material = Convert.ToByte(material); 1709 part.Material = Convert.ToByte(material);
1538 group.HasGroupChanged = true; 1710 group.HasGroupChanged = true;
1711 remoteClient.SendPartPhysicsProprieties(part);
1539 } 1712 }
1540 } 1713 }
1541 } 1714 }
@@ -1600,6 +1773,12 @@ namespace OpenSim.Region.Framework.Scenes
1600 /// <param name="childPrims"></param> 1773 /// <param name="childPrims"></param>
1601 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1774 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1602 { 1775 {
1776 if (root.KeyframeMotion != null)
1777 {
1778 root.KeyframeMotion.Stop();
1779 root.KeyframeMotion = null;
1780 }
1781
1603 SceneObjectGroup parentGroup = root.ParentGroup; 1782 SceneObjectGroup parentGroup = root.ParentGroup;
1604 if (parentGroup == null) return; 1783 if (parentGroup == null) return;
1605 1784
@@ -1608,8 +1787,10 @@ namespace OpenSim.Region.Framework.Scenes
1608 return; 1787 return;
1609 1788
1610 Monitor.Enter(m_updateLock); 1789 Monitor.Enter(m_updateLock);
1790
1611 try 1791 try
1612 { 1792 {
1793
1613 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1794 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1614 1795
1615 // We do this in reverse to get the link order of the prims correct 1796 // We do this in reverse to get the link order of the prims correct
@@ -1624,9 +1805,13 @@ namespace OpenSim.Region.Framework.Scenes
1624 // Make sure no child prim is set for sale 1805 // Make sure no child prim is set for sale
1625 // So that, on delink, no prims are unwittingly 1806 // So that, on delink, no prims are unwittingly
1626 // left for sale and sold off 1807 // left for sale and sold off
1627 child.RootPart.ObjectSaleType = 0; 1808
1628 child.RootPart.SalePrice = 10; 1809 if (child != null)
1629 childGroups.Add(child); 1810 {
1811 child.RootPart.ObjectSaleType = 0;
1812 child.RootPart.SalePrice = 10;
1813 childGroups.Add(child);
1814 }
1630 } 1815 }
1631 1816
1632 foreach (SceneObjectGroup child in childGroups) 1817 foreach (SceneObjectGroup child in childGroups)
@@ -1655,6 +1840,16 @@ namespace OpenSim.Region.Framework.Scenes
1655 } 1840 }
1656 finally 1841 finally
1657 { 1842 {
1843 lock (SceneObjectGroupsByLocalPartID)
1844 {
1845 foreach (SceneObjectPart part in parentGroup.Parts)
1846 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1847 }
1848
1849 parentGroup.AdjustChildPrimPermissions();
1850 parentGroup.HasGroupChanged = true;
1851 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1852 parentGroup.ScheduleGroupForFullUpdate();
1658 Monitor.Exit(m_updateLock); 1853 Monitor.Exit(m_updateLock);
1659 } 1854 }
1660 } 1855 }
@@ -1677,6 +1872,11 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 1872 {
1678 if (part != null) 1873 if (part != null)
1679 { 1874 {
1875 if (part.KeyframeMotion != null)
1876 {
1877 part.KeyframeMotion.Stop();
1878 part.KeyframeMotion = null;
1879 }
1680 if (part.ParentGroup.PrimCount != 1) // Skip single 1880 if (part.ParentGroup.PrimCount != 1) // Skip single
1681 { 1881 {
1682 if (part.LinkNum < 2) // Root 1882 if (part.LinkNum < 2) // Root
@@ -1691,21 +1891,23 @@ namespace OpenSim.Region.Framework.Scenes
1691 1891
1692 SceneObjectGroup group = part.ParentGroup; 1892 SceneObjectGroup group = part.ParentGroup;
1693 if (!affectedGroups.Contains(group)) 1893 if (!affectedGroups.Contains(group))
1894 {
1694 affectedGroups.Add(group); 1895 affectedGroups.Add(group);
1896 }
1695 } 1897 }
1696 } 1898 }
1697 } 1899 }
1698 1900
1699 foreach (SceneObjectPart child in childParts) 1901 if (childParts.Count > 0)
1700 { 1902 {
1701 // Unlink all child parts from their groups 1903 foreach (SceneObjectPart child in childParts)
1702 // 1904 {
1703 child.ParentGroup.DelinkFromGroup(child, true); 1905 // Unlink all child parts from their groups
1704 1906 //
1705 // These are not in affected groups and will not be 1907 child.ParentGroup.DelinkFromGroup(child, true);
1706 // handled further. Do the honors here. 1908 child.ParentGroup.HasGroupChanged = true;
1707 child.ParentGroup.HasGroupChanged = true; 1909 child.ParentGroup.ScheduleGroupForFullUpdate();
1708 child.ParentGroup.ScheduleGroupForFullUpdate(); 1910 }
1709 } 1911 }
1710 1912
1711 foreach (SceneObjectPart root in rootParts) 1913 foreach (SceneObjectPart root in rootParts)
@@ -1719,52 +1921,61 @@ namespace OpenSim.Region.Framework.Scenes
1719 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1921 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1720 int numChildren = newSet.Count; 1922 int numChildren = newSet.Count;
1721 1923
1924 if (numChildren == 1)
1925 break;
1926
1722 // If there are prims left in a link set, but the root is 1927 // If there are prims left in a link set, but the root is
1723 // slated for unlink, we need to do this 1928 // slated for unlink, we need to do this
1929 // Unlink the remaining set
1724 // 1930 //
1725 if (numChildren != 1) 1931 bool sendEventsToRemainder = true;
1726 { 1932 if (numChildren > 1)
1727 // Unlink the remaining set 1933 sendEventsToRemainder = false;
1728 //
1729 bool sendEventsToRemainder = true;
1730 if (numChildren > 1)
1731 sendEventsToRemainder = false;
1732 1934
1733 foreach (SceneObjectPart p in newSet) 1935 foreach (SceneObjectPart p in newSet)
1936 {
1937 if (p != group.RootPart)
1734 { 1938 {
1735 if (p != group.RootPart) 1939 group.DelinkFromGroup(p, sendEventsToRemainder);
1736 group.DelinkFromGroup(p, sendEventsToRemainder); 1940 if (numChildren > 2)
1941 {
1942 }
1943 else
1944 {
1945 p.ParentGroup.HasGroupChanged = true;
1946 p.ParentGroup.ScheduleGroupForFullUpdate();
1947 }
1737 } 1948 }
1949 }
1950
1951 // If there is more than one prim remaining, we
1952 // need to re-link
1953 //
1954 if (numChildren > 2)
1955 {
1956 // Remove old root
1957 //
1958 if (newSet.Contains(root))
1959 newSet.Remove(root);
1738 1960
1739 // If there is more than one prim remaining, we 1961 // Preserve link ordering
1740 // need to re-link
1741 // 1962 //
1742 if (numChildren > 2) 1963 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1743 { 1964 {
1744 // Remove old root 1965 return a.LinkNum.CompareTo(b.LinkNum);
1745 // 1966 });
1746 if (newSet.Contains(root))
1747 newSet.Remove(root);
1748
1749 // Preserve link ordering
1750 //
1751 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1752 {
1753 return a.LinkNum.CompareTo(b.LinkNum);
1754 });
1755 1967
1756 // Determine new root 1968 // Determine new root
1757 // 1969 //
1758 SceneObjectPart newRoot = newSet[0]; 1970 SceneObjectPart newRoot = newSet[0];
1759 newSet.RemoveAt(0); 1971 newSet.RemoveAt(0);
1760 1972
1761 foreach (SceneObjectPart newChild in newSet) 1973 foreach (SceneObjectPart newChild in newSet)
1762 newChild.ClearUpdateSchedule(); 1974 newChild.ClearUpdateSchedule();
1763 1975
1764 LinkObjects(newRoot, newSet); 1976 LinkObjects(newRoot, newSet);
1765 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1977 if (!affectedGroups.Contains(newRoot.ParentGroup))
1766 affectedGroups.Add(newRoot.ParentGroup); 1978 affectedGroups.Add(newRoot.ParentGroup);
1767 }
1768 } 1979 }
1769 } 1980 }
1770 1981
@@ -1772,6 +1983,12 @@ namespace OpenSim.Region.Framework.Scenes
1772 // 1983 //
1773 foreach (SceneObjectGroup g in affectedGroups) 1984 foreach (SceneObjectGroup g in affectedGroups)
1774 { 1985 {
1986 // Child prims that have been unlinked and deleted will
1987 // return unless the root is deleted. This will remove them
1988 // from the database. They will be rewritten immediately,
1989 // minus the rows for the unlinked child prims.
1990 g.AdjustChildPrimPermissions();
1991 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1775 g.TriggerScriptChangedEvent(Changed.LINK); 1992 g.TriggerScriptChangedEvent(Changed.LINK);
1776 g.HasGroupChanged = true; // Persist 1993 g.HasGroupChanged = true; // Persist
1777 g.ScheduleGroupForFullUpdate(); 1994 g.ScheduleGroupForFullUpdate();
@@ -1845,108 +2062,96 @@ namespace OpenSim.Region.Framework.Scenes
1845 /// <param name="GroupID"></param> 2062 /// <param name="GroupID"></param>
1846 /// <param name="rot"></param> 2063 /// <param name="rot"></param>
1847 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2064 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1848 public SceneObjectGroup DuplicateObject( 2065 /// <summary>
1849 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2066 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1850 { 2067 {
1851 Monitor.Enter(m_updateLock); 2068// m_log.DebugFormat(
2069// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2070// originalPrimID, offset, AgentID);
1852 2071
1853 try 2072 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2073 if (original != null)
1854 { 2074 {
1855 // m_log.DebugFormat( 2075 if (m_parentScene.Permissions.CanDuplicateObject(
1856 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2076 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1857 // originalPrimID, offset, AgentID);
1858
1859 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1860 if (original == null)
1861 { 2077 {
1862 m_log.WarnFormat( 2078 SceneObjectGroup copy = original.Copy(true);
1863 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2079 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1864 2080
1865 return null; 2081 if (original.OwnerID != AgentID)
1866 } 2082 {
2083 copy.SetOwnerId(AgentID);
2084 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1867 2085
1868 if (!m_parentScene.Permissions.CanDuplicateObject( 2086 SceneObjectPart[] partList = copy.Parts;
1869 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1870 return null;
1871 2087
1872 SceneObjectGroup copy = original.Copy(true); 2088 if (m_parentScene.Permissions.PropagatePermissions())
1873 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2089 {
2090 foreach (SceneObjectPart child in partList)
2091 {
2092 child.Inventory.ChangeInventoryOwner(AgentID);
2093 child.TriggerScriptChangedEvent(Changed.OWNER);
2094 child.ApplyNextOwnerPermissions();
2095 }
2096 }
2097 }
1874 2098
1875 if (original.OwnerID != AgentID) 2099 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1876 { 2100 Entities.Add(copy);
1877 copy.SetOwnerId(AgentID);
1878 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1879 2101
1880 SceneObjectPart[] partList = copy.Parts; 2102 lock (SceneObjectGroupsByFullID)
2103 SceneObjectGroupsByFullID[copy.UUID] = copy;
1881 2104
1882 if (m_parentScene.Permissions.PropagatePermissions()) 2105 SceneObjectPart[] children = copy.Parts;
2106
2107 lock (SceneObjectGroupsByFullPartID)
1883 { 2108 {
1884 foreach (SceneObjectPart child in partList) 2109 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1885 { 2110 foreach (SceneObjectPart part in children)
1886 child.Inventory.ChangeInventoryOwner(AgentID); 2111 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1887 child.TriggerScriptChangedEvent(Changed.OWNER);
1888 child.ApplyNextOwnerPermissions();
1889 }
1890 } 2112 }
1891 2113
1892 copy.RootPart.ObjectSaleType = 0; 2114 lock (SceneObjectGroupsByLocalPartID)
1893 copy.RootPart.SalePrice = 10; 2115 {
1894 } 2116 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2117 foreach (SceneObjectPart part in children)
2118 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2119 }
2120 // PROBABLE END OF FIXME
1895 2121
1896 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2122 // Since we copy from a source group that is in selected
1897 Entities.Add(copy); 2123 // state, but the copy is shown deselected in the viewer,
1898 2124 // We need to clear the selection flag here, else that
1899 lock (SceneObjectGroupsByFullID) 2125 // prim never gets persisted at all. The client doesn't
1900 SceneObjectGroupsByFullID[copy.UUID] = copy; 2126 // think it's selected, so it will never send a deselect...
1901 2127 copy.IsSelected = false;
1902 SceneObjectPart[] children = copy.Parts; 2128
1903 2129 m_numPrim += copy.Parts.Length;
1904 lock (SceneObjectGroupsByFullPartID) 2130
1905 { 2131 if (rot != Quaternion.Identity)
1906 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2132 {
1907 foreach (SceneObjectPart part in children) 2133 copy.UpdateGroupRotationR(rot);
1908 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2134 }
1909 }
1910
1911 lock (SceneObjectGroupsByLocalPartID)
1912 {
1913 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1914 foreach (SceneObjectPart part in children)
1915 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1916 }
1917 // PROBABLE END OF FIXME
1918
1919 // Since we copy from a source group that is in selected
1920 // state, but the copy is shown deselected in the viewer,
1921 // We need to clear the selection flag here, else that
1922 // prim never gets persisted at all. The client doesn't
1923 // think it's selected, so it will never send a deselect...
1924 copy.IsSelected = false;
1925
1926 m_numPrim += copy.Parts.Length;
1927
1928 if (rot != Quaternion.Identity)
1929 {
1930 copy.UpdateGroupRotationR(rot);
1931 }
1932 2135
1933 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2136 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1934 copy.HasGroupChanged = true; 2137 copy.HasGroupChanged = true;
1935 copy.ScheduleGroupForFullUpdate(); 2138 copy.ScheduleGroupForFullUpdate();
1936 copy.ResumeScripts(); 2139 copy.ResumeScripts();
1937 2140
1938 // required for physics to update it's position 2141 // required for physics to update it's position
1939 copy.AbsolutePosition = copy.AbsolutePosition; 2142 copy.AbsolutePosition = copy.AbsolutePosition;
1940 2143
1941 return copy; 2144 return copy;
2145 }
1942 } 2146 }
1943 finally 2147 else
1944 { 2148 {
1945 Monitor.Exit(m_updateLock); 2149 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1946 } 2150 }
2151
2152 return null;
1947 } 2153 }
1948 2154
1949 /// <summary>
1950 /// Calculates the distance between two Vector3s 2155 /// Calculates the distance between two Vector3s
1951 /// </summary> 2156 /// </summary>
1952 /// <param name="v1"></param> 2157 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index cb5b2ba..dba3a61 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,12 +99,12 @@ 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 private Scene m_currentScene = null; 103 private Scene m_currentScene = null;
104 104
105 public List<Scene> Scenes 105 public List<Scene> Scenes
106 { 106 {
107 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
108 } 108 }
109 109
110 public Scene CurrentScene 110 public Scene CurrentScene
@@ -118,13 +118,10 @@ namespace OpenSim.Region.Framework.Scenes
118 { 118 {
119 if (m_currentScene == null) 119 if (m_currentScene == null)
120 { 120 {
121 lock (m_localScenes) 121 List<Scene> sceneList = Scenes;
122 { 122 if (sceneList.Count == 0)
123 if (m_localScenes.Count > 0) 123 return null;
124 return m_localScenes[0]; 124 return sceneList[0];
125 else
126 return null;
127 }
128 } 125 }
129 else 126 else
130 { 127 {
@@ -136,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes
136 public SceneManager() 133 public SceneManager()
137 { 134 {
138 m_instance = this; 135 m_instance = this;
139 m_localScenes = new List<Scene>(); 136 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
140 } 137 }
141 138
142 public void Close() 139 public void Close()
@@ -144,20 +141,18 @@ namespace OpenSim.Region.Framework.Scenes
144 // collect known shared modules in sharedModules 141 // collect known shared modules in sharedModules
145 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 142 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
146 143
147 lock (m_localScenes) 144 List<Scene> sceneList = Scenes;
145 for (int i = 0; i < sceneList.Count; i++)
148 { 146 {
149 for (int i = 0; i < m_localScenes.Count; i++) 147 // extract known shared modules from scene
148 foreach (string k in sceneList[i].Modules.Keys)
150 { 149 {
151 // extract known shared modules from scene 150 if (sceneList[i].Modules[k].IsSharedModule &&
152 foreach (string k in m_localScenes[i].Modules.Keys) 151 !sharedModules.ContainsKey(k))
153 { 152 sharedModules[k] = sceneList[i].Modules[k];
154 if (m_localScenes[i].Modules[k].IsSharedModule &&
155 !sharedModules.ContainsKey(k))
156 sharedModules[k] = m_localScenes[i].Modules[k];
157 }
158 // close scene/region
159 m_localScenes[i].Close();
160 } 153 }
154 // close scene/region
155 sceneList[i].Close();
161 } 156 }
162 157
163 // all regions/scenes are now closed, we can now safely 158 // all regions/scenes are now closed, we can now safely
@@ -166,29 +161,21 @@ namespace OpenSim.Region.Framework.Scenes
166 { 161 {
167 mod.Close(); 162 mod.Close();
168 } 163 }
164
165 m_localScenes.Clear();
169 } 166 }
170 167
171 public void Close(Scene cscene) 168 public void Close(Scene cscene)
172 { 169 {
173 lock (m_localScenes) 170 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
174 { 171 return;
175 if (m_localScenes.Contains(cscene)) 172 cscene.Close();
176 {
177 for (int i = 0; i < m_localScenes.Count; i++)
178 {
179 if (m_localScenes[i].Equals(cscene))
180 {
181 m_localScenes[i].Close();
182 }
183 }
184 }
185 }
186 } 173 }
187 174
188 public void Add(Scene scene) 175 public void Add(Scene scene)
189 { 176 {
190 lock (m_localScenes) 177 lock (m_localScenes)
191 m_localScenes.Add(scene); 178 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
192 179
193 scene.OnRestart += HandleRestart; 180 scene.OnRestart += HandleRestart;
194 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 181 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -200,23 +187,7 @@ namespace OpenSim.Region.Framework.Scenes
200 int RegionSceneElement = -1; 187 int RegionSceneElement = -1;
201 188
202 lock (m_localScenes) 189 lock (m_localScenes)
203 { 190 m_localScenes.Remove(rdata.RegionID);
204 for (int i = 0; i < m_localScenes.Count; i++)
205 {
206 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
207 {
208 RegionSceneElement = i;
209 }
210 }
211
212 // Now we make sure the region is no longer known about by the SceneManager
213 // Prevents duplicates.
214
215 if (RegionSceneElement >= 0)
216 {
217 m_localScenes.RemoveAt(RegionSceneElement);
218 }
219 }
220 191
221 // Send signal to main that we're restarting this sim. 192 // Send signal to main that we're restarting this sim.
222 OnRestartSim(rdata); 193 OnRestartSim(rdata);
@@ -225,39 +196,36 @@ namespace OpenSim.Region.Framework.Scenes
225 private void HandleRegionReadyStatusChange(IScene scene) 196 private void HandleRegionReadyStatusChange(IScene scene)
226 { 197 {
227 lock (m_localScenes) 198 lock (m_localScenes)
228 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 199 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
229 } 200 }
230 201
231 public void SendSimOnlineNotification(ulong regionHandle) 202 public void SendSimOnlineNotification(ulong regionHandle)
232 { 203 {
233 RegionInfo Result = null; 204 RegionInfo Result = null;
234 205
235 lock (m_localScenes) 206 Scene s = m_localScenes.FindValue(delegate(Scene x)
236 {
237 for (int i = 0; i < m_localScenes.Count; i++)
238 {
239 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
240 { 207 {
241 // Inform other regions to tell their avatar about me 208 if (x.RegionInfo.RegionHandle == regionHandle)
242 Result = m_localScenes[i].RegionInfo; 209 return true;
243 } 210 return false;
244 } 211 });
245 212
246 if (Result != null) 213 if (s != null)
214 {
215 List<Scene> sceneList = Scenes;
216
217 for (int i = 0; i < sceneList.Count; i++)
247 { 218 {
248 for (int i = 0; i < m_localScenes.Count; i++) 219 if (sceneList[i]!= s)
249 { 220 {
250 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 221 // Inform other regions to tell their avatar about me
251 { 222 //sceneList[i].OtherRegionUp(Result);
252 // Inform other regions to tell their avatar about me
253 //m_localScenes[i].OtherRegionUp(Result);
254 }
255 } 223 }
256 } 224 }
257 else 225 }
258 { 226 else
259 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 227 {
260 } 228 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
261 } 229 }
262 } 230 }
263 231
@@ -361,8 +329,8 @@ namespace OpenSim.Region.Framework.Scenes
361 { 329 {
362 if (m_currentScene == null) 330 if (m_currentScene == null)
363 { 331 {
364 lock (m_localScenes) 332 List<Scene> sceneList = Scenes;
365 m_localScenes.ForEach(func); 333 sceneList.ForEach(func);
366 } 334 }
367 else 335 else
368 { 336 {
@@ -391,16 +359,12 @@ namespace OpenSim.Region.Framework.Scenes
391 } 359 }
392 else 360 else
393 { 361 {
394 lock (m_localScenes) 362 Scene s;
363
364 if (m_localScenes.TryGetValue(regionName, out s))
395 { 365 {
396 foreach (Scene scene in m_localScenes) 366 m_currentScene = s;
397 { 367 return true;
398 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
399 {
400 m_currentScene = scene;
401 return true;
402 }
403 }
404 } 368 }
405 369
406 return false; 370 return false;
@@ -409,18 +373,14 @@ namespace OpenSim.Region.Framework.Scenes
409 373
410 public bool TrySetCurrentScene(UUID regionID) 374 public bool TrySetCurrentScene(UUID regionID)
411 { 375 {
412 m_log.Debug("Searching for Region: '" + regionID + "'"); 376// m_log.Debug("Searching for Region: '" + regionID + "'");
413 377
414 lock (m_localScenes) 378 Scene s;
379
380 if (m_localScenes.TryGetValue(regionID, out s))
415 { 381 {
416 foreach (Scene scene in m_localScenes) 382 m_currentScene = s;
417 { 383 return true;
418 if (scene.RegionInfo.RegionID == regionID)
419 {
420 m_currentScene = scene;
421 return true;
422 }
423 }
424 } 384 }
425 385
426 return false; 386 return false;
@@ -428,52 +388,24 @@ namespace OpenSim.Region.Framework.Scenes
428 388
429 public bool TryGetScene(string regionName, out Scene scene) 389 public bool TryGetScene(string regionName, out Scene scene)
430 { 390 {
431 lock (m_localScenes) 391 return m_localScenes.TryGetValue(regionName, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 392 }
446 393
447 public bool TryGetScene(UUID regionID, out Scene scene) 394 public bool TryGetScene(UUID regionID, out Scene scene)
448 { 395 {
449 lock (m_localScenes) 396 return m_localScenes.TryGetValue(regionID, out scene);
450 {
451 foreach (Scene mscene in m_localScenes)
452 {
453 if (mscene.RegionInfo.RegionID == regionID)
454 {
455 scene = mscene;
456 return true;
457 }
458 }
459 }
460
461 scene = null;
462 return false;
463 } 397 }
464 398
465 public bool TryGetScene(uint locX, uint locY, out Scene scene) 399 public bool TryGetScene(uint locX, uint locY, out Scene scene)
466 { 400 {
467 lock (m_localScenes) 401 List<Scene> sceneList = Scenes;
402 foreach (Scene mscene in sceneList)
468 { 403 {
469 foreach (Scene mscene in m_localScenes) 404 if (mscene.RegionInfo.RegionLocX == locX &&
405 mscene.RegionInfo.RegionLocY == locY)
470 { 406 {
471 if (mscene.RegionInfo.RegionLocX == locX && 407 scene = mscene;
472 mscene.RegionInfo.RegionLocY == locY) 408 return true;
473 {
474 scene = mscene;
475 return true;
476 }
477 } 409 }
478 } 410 }
479 411
@@ -483,16 +415,14 @@ namespace OpenSim.Region.Framework.Scenes
483 415
484 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 416 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
485 { 417 {
486 lock (m_localScenes) 418 List<Scene> sceneList = Scenes;
419 foreach (Scene mscene in sceneList)
487 { 420 {
488 foreach (Scene mscene in m_localScenes) 421 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
422 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
489 { 423 {
490 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 424 scene = mscene;
491 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 425 return true;
492 {
493 scene = mscene;
494 return true;
495 }
496 } 426 }
497 } 427 }
498 428
@@ -557,15 +487,10 @@ namespace OpenSim.Region.Framework.Scenes
557 487
558 public RegionInfo GetRegionInfo(UUID regionID) 488 public RegionInfo GetRegionInfo(UUID regionID)
559 { 489 {
560 lock (m_localScenes) 490 Scene s;
491 if (m_localScenes.TryGetValue(regionID, out s))
561 { 492 {
562 foreach (Scene scene in m_localScenes) 493 return s.RegionInfo;
563 {
564 if (scene.RegionInfo.RegionID == regionID)
565 {
566 return scene.RegionInfo;
567 }
568 }
569 } 494 }
570 495
571 return null; 496 return null;
@@ -583,14 +508,12 @@ namespace OpenSim.Region.Framework.Scenes
583 508
584 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 509 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
585 { 510 {
586 lock (m_localScenes) 511 List<Scene> sceneList = Scenes;
512 foreach (Scene scene in sceneList)
587 { 513 {
588 foreach (Scene scene in m_localScenes) 514 if (scene.TryGetScenePresence(avatarId, out avatar))
589 { 515 {
590 if (scene.TryGetScenePresence(avatarId, out avatar)) 516 return true;
591 {
592 return true;
593 }
594 } 517 }
595 } 518 }
596 519
@@ -600,15 +523,13 @@ namespace OpenSim.Region.Framework.Scenes
600 523
601 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 524 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
602 { 525 {
603 lock (m_localScenes) 526 List<Scene> sceneList = Scenes;
527 foreach (Scene scene in sceneList)
604 { 528 {
605 foreach (Scene scene in m_localScenes) 529 avatar = scene.GetScenePresence(avatarId);
606 {
607 avatar = scene.GetScenePresence(avatarId);
608 530
609 if (avatar != null && !avatar.IsChildAgent) 531 if (avatar != null && !avatar.IsChildAgent)
610 return true; 532 return true;
611 }
612 } 533 }
613 534
614 avatar = null; 535 avatar = null;
@@ -618,21 +539,19 @@ namespace OpenSim.Region.Framework.Scenes
618 public void CloseScene(Scene scene) 539 public void CloseScene(Scene scene)
619 { 540 {
620 lock (m_localScenes) 541 lock (m_localScenes)
621 m_localScenes.Remove(scene); 542 m_localScenes.Remove(scene.RegionInfo.RegionID);
622 543
623 scene.Close(); 544 scene.Close();
624 } 545 }
625 546
626 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 547 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
627 { 548 {
628 lock (m_localScenes) 549 List<Scene> sceneList = Scenes;
550 foreach (Scene scene in sceneList)
629 { 551 {
630 foreach (Scene scene in m_localScenes) 552 if (scene.TryGetAvatarByName(avatarName, out avatar))
631 { 553 {
632 if (scene.TryGetAvatarByName(avatarName, out avatar)) 554 return true;
633 {
634 return true;
635 }
636 } 555 }
637 } 556 }
638 557
@@ -642,14 +561,12 @@ namespace OpenSim.Region.Framework.Scenes
642 561
643 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 562 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
644 { 563 {
645 lock (m_localScenes) 564 List<Scene> sceneList = Scenes;
565 foreach (Scene scene in sceneList)
646 { 566 {
647 foreach (Scene scene in m_localScenes) 567 sp = scene.GetScenePresence(firstName, lastName);
648 { 568 if (sp != null && !sp.IsChildAgent)
649 sp = scene.GetScenePresence(firstName, lastName); 569 return true;
650 if (sp != null && !sp.IsChildAgent)
651 return true;
652 }
653 } 570 }
654 571
655 sp = null; 572 sp = null;
@@ -658,8 +575,8 @@ namespace OpenSim.Region.Framework.Scenes
658 575
659 public void ForEachScene(Action<Scene> action) 576 public void ForEachScene(Action<Scene> action)
660 { 577 {
661 lock (m_localScenes) 578 List<Scene> sceneList = Scenes;
662 m_localScenes.ForEach(action); 579 sceneList.ForEach(action);
663 } 580 }
664 } 581 }
665} 582}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </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) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1fa6a75..782a1af 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;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -106,8 +108,12 @@ namespace OpenSim.Region.Framework.Scenes
106 /// since the group's last persistent backup 108 /// since the group's last persistent backup
107 /// </summary> 109 /// </summary>
108 private bool m_hasGroupChanged = false; 110 private bool m_hasGroupChanged = false;
109 private long timeFirstChanged; 111 private long timeFirstChanged = 0;
110 private long timeLastChanged; 112 private long timeLastChanged = 0;
113 private long m_maxPersistTime = 0;
114 private long m_minPersistTime = 0;
115 private Random m_rand;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
111 117
112 /// <summary> 118 /// <summary>
113 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 119 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -124,9 +130,39 @@ namespace OpenSim.Region.Framework.Scenes
124 { 130 {
125 if (value) 131 if (value)
126 { 132 {
133 if (m_isBackedUp)
134 {
135 m_scene.SceneGraph.FireChangeBackup(this);
136 }
127 timeLastChanged = DateTime.Now.Ticks; 137 timeLastChanged = DateTime.Now.Ticks;
128 if (!m_hasGroupChanged) 138 if (!m_hasGroupChanged)
129 timeFirstChanged = DateTime.Now.Ticks; 139 timeFirstChanged = DateTime.Now.Ticks;
140 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
141 {
142 if (m_rand == null)
143 {
144 byte[] val = new byte[16];
145 m_rootPart.UUID.ToBytes(val, 0);
146 m_rand = new Random(BitConverter.ToInt32(val, 0));
147 }
148
149 if (m_scene.GetRootAgentCount() == 0)
150 {
151 //If the region is empty, this change has been made by an automated process
152 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
153
154 float factor = 1.5f + (float)(m_rand.NextDouble());
155 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
156 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
157 }
158 else
159 {
160 //If the region is not empty, we want to obey the minimum and maximum persist times
161 //but add a random factor so we stagger the object persistance a little
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
164 }
165 }
130 } 166 }
131 m_hasGroupChanged = value; 167 m_hasGroupChanged = value;
132 168
@@ -141,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
141 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 177 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
142 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 178 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
143 /// </summary> 179 /// </summary>
144 public bool HasGroupChangedDueToDelink { get; private set; } 180 public bool HasGroupChangedDueToDelink { get; set; }
145 181
146 private bool isTimeToPersist() 182 private bool isTimeToPersist()
147 { 183 {
@@ -151,8 +187,19 @@ namespace OpenSim.Region.Framework.Scenes
151 return false; 187 return false;
152 if (m_scene.ShuttingDown) 188 if (m_scene.ShuttingDown)
153 return true; 189 return true;
190
191 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
192 {
193 m_maxPersistTime = m_scene.m_persistAfter;
194 m_minPersistTime = m_scene.m_dontPersistBefore;
195 }
196
154 long currentTime = DateTime.Now.Ticks; 197 long currentTime = DateTime.Now.Ticks;
155 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 198
199 if (timeLastChanged == 0) timeLastChanged = currentTime;
200 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
201
202 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
156 return true; 203 return true;
157 return false; 204 return false;
158 } 205 }
@@ -271,10 +318,10 @@ namespace OpenSim.Region.Framework.Scenes
271 318
272 private bool m_scriptListens_atTarget; 319 private bool m_scriptListens_atTarget;
273 private bool m_scriptListens_notAtTarget; 320 private bool m_scriptListens_notAtTarget;
274
275 private bool m_scriptListens_atRotTarget; 321 private bool m_scriptListens_atRotTarget;
276 private bool m_scriptListens_notAtRotTarget; 322 private bool m_scriptListens_notAtRotTarget;
277 323
324 public bool m_dupeInProgress = false;
278 internal Dictionary<UUID, string> m_savedScriptState; 325 internal Dictionary<UUID, string> m_savedScriptState;
279 326
280 #region Properties 327 #region Properties
@@ -311,6 +358,16 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_parts.Count; } 358 get { return m_parts.Count; }
312 } 359 }
313 360
361// protected Quaternion m_rotation = Quaternion.Identity;
362//
363// public virtual Quaternion Rotation
364// {
365// get { return m_rotation; }
366// set {
367// m_rotation = value;
368// }
369// }
370
314 public Quaternion GroupRotation 371 public Quaternion GroupRotation
315 { 372 {
316 get { return m_rootPart.RotationOffset; } 373 get { return m_rootPart.RotationOffset; }
@@ -417,7 +474,15 @@ namespace OpenSim.Region.Framework.Scenes
417 { 474 {
418 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 475 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
419 } 476 }
420 477
478
479
480 private struct avtocrossInfo
481 {
482 public ScenePresence av;
483 public uint ParentID;
484 }
485
421 /// <summary> 486 /// <summary>
422 /// The absolute position of this scene object in the scene 487 /// The absolute position of this scene object in the scene
423 /// </summary> 488 /// </summary>
@@ -430,14 +495,136 @@ namespace OpenSim.Region.Framework.Scenes
430 495
431 if (Scene != null) 496 if (Scene != null)
432 { 497 {
433 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 498 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
434 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 499 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
500 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
501 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
502 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
435 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 503 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
436 { 504 {
437 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 505 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
506 uint x = 0;
507 uint y = 0;
508 string version = String.Empty;
509 Vector3 newpos = Vector3.Zero;
510 OpenSim.Services.Interfaces.GridRegion destination = null;
511
512 if (m_rootPart.KeyframeMotion != null)
513 m_rootPart.KeyframeMotion.StartCrossingCheck();
514
515 bool canCross = true;
516 foreach (ScenePresence av in m_linkedAvatars)
517 {
518 // We need to cross these agents. First, let's find
519 // out if any of them can't cross for some reason.
520 // We have to deny the crossing entirely if any
521 // of them are banned. Alternatively, we could
522 // unsit banned agents....
523
524
525 // We set the avatar position as being the object
526 // position to get the region to send to
527 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
528 {
529 canCross = false;
530 break;
531 }
532
533 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
534 }
535
536 if (canCross)
537 {
538 // We unparent the SP quietly so that it won't
539 // be made to stand up
540
541 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
542
543 foreach (ScenePresence av in m_linkedAvatars)
544 {
545 avtocrossInfo avinfo = new avtocrossInfo();
546 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
547 if (parentPart != null)
548 av.ParentUUID = parentPart.UUID;
549
550 avinfo.av = av;
551 avinfo.ParentID = av.ParentID;
552 avsToCross.Add(avinfo);
553
554 av.ParentID = 0;
555 }
556
557 // m_linkedAvatars.Clear();
558 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
559
560 // Normalize
561 if (val.X >= Constants.RegionSize)
562 val.X -= Constants.RegionSize;
563 if (val.Y >= Constants.RegionSize)
564 val.Y -= Constants.RegionSize;
565 if (val.X < 0)
566 val.X += Constants.RegionSize;
567 if (val.Y < 0)
568 val.Y += Constants.RegionSize;
569
570 // If it's deleted, crossing was successful
571 if (IsDeleted)
572 {
573 // foreach (ScenePresence av in m_linkedAvatars)
574 foreach (avtocrossInfo avinfo in avsToCross)
575 {
576 ScenePresence av = avinfo.av;
577 if (!av.IsInTransit) // just in case...
578 {
579 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
580
581 av.IsInTransit = true;
582
583 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
584 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
585 }
586 else
587 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
588 }
589 avsToCross.Clear();
590 return;
591 }
592 else // cross failed, put avas back ??
593 {
594 foreach (avtocrossInfo avinfo in avsToCross)
595 {
596 ScenePresence av = avinfo.av;
597 av.ParentUUID = UUID.Zero;
598 av.ParentID = avinfo.ParentID;
599// m_linkedAvatars.Add(av);
600 }
601 }
602 avsToCross.Clear();
603
604 }
605 else
606 {
607 if (m_rootPart.KeyframeMotion != null)
608 m_rootPart.KeyframeMotion.CrossingFailure();
609
610 if (RootPart.PhysActor != null)
611 {
612 RootPart.PhysActor.CrossingFailure();
613 }
614 }
615 Vector3 oldp = AbsolutePosition;
616 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
617 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
618 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
438 } 619 }
439 } 620 }
440 621
622/* don't see the need but worse don't see where is restored to false if things stay in
623 foreach (SceneObjectPart part in m_parts.GetArray())
624 {
625 part.IgnoreUndoUpdate = true;
626 }
627 */
441 if (RootPart.GetStatusSandbox()) 628 if (RootPart.GetStatusSandbox())
442 { 629 {
443 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 630 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -455,9 +642,38 @@ namespace OpenSim.Region.Framework.Scenes
455 // Restuff the new GroupPosition into each SOP of the linkset. 642 // Restuff the new GroupPosition into each SOP of the linkset.
456 // This has the affect of resetting and tainting the physics actors. 643 // This has the affect of resetting and tainting the physics actors.
457 SceneObjectPart[] parts = m_parts.GetArray(); 644 SceneObjectPart[] parts = m_parts.GetArray();
458 for (int i = 0; i < parts.Length; i++) 645 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
459 parts[i].GroupPosition = val; 646 if (m_dupeInProgress)
647 triggerScriptEvent = false;
648 foreach (SceneObjectPart part in parts)
649 {
650 part.GroupPosition = val;
651 if (triggerScriptEvent)
652 part.TriggerScriptChangedEvent(Changed.POSITION);
653 }
460 654
655/*
656 This seems not needed and should not be needed:
657 sp absolute position depends on sit part absolute position fixed above.
658 sp ParentPosition is not used anywhere.
659 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
660 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
661
662 if (!m_dupeInProgress)
663 {
664 foreach (ScenePresence av in m_linkedAvatars)
665 {
666 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
667 if (p != null && m_parts.TryGetValue(p.UUID, out p))
668 {
669 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
670 av.AbsolutePosition += offset;
671// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
672 av.SendAvatarDataToAllAgents();
673 }
674 }
675 }
676*/
461 //if (m_rootPart.PhysActor != null) 677 //if (m_rootPart.PhysActor != null)
462 //{ 678 //{
463 //m_rootPart.PhysActor.Position = 679 //m_rootPart.PhysActor.Position =
@@ -471,6 +687,40 @@ namespace OpenSim.Region.Framework.Scenes
471 } 687 }
472 } 688 }
473 689
690 public override Vector3 Velocity
691 {
692 get { return RootPart.Velocity; }
693 set { RootPart.Velocity = value; }
694 }
695
696 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
697 {
698 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
699 ScenePresence agent = icon.EndInvoke(iar);
700
701 //// If the cross was successful, this agent is a child agent
702 if (agent.IsChildAgent)
703 {
704 if (agent.ParentUUID != UUID.Zero)
705 {
706 agent.ParentPart = null;
707// agent.ParentPosition = Vector3.Zero;
708// agent.ParentUUID = UUID.Zero;
709 }
710 }
711
712 agent.ParentUUID = UUID.Zero;
713
714// agent.Reset();
715// else // Not successful
716// agent.RestoreInCurrentScene();
717
718 // In any case
719 agent.IsInTransit = false;
720
721 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
722 }
723
474 public override uint LocalId 724 public override uint LocalId
475 { 725 {
476 get { return m_rootPart.LocalId; } 726 get { return m_rootPart.LocalId; }
@@ -541,6 +791,11 @@ namespace OpenSim.Region.Framework.Scenes
541 m_isSelected = value; 791 m_isSelected = value;
542 // Tell physics engine that group is selected 792 // Tell physics engine that group is selected
543 793
794 // this is not right
795 // but ode engines should only really need to know about root part
796 // so they can put entire object simulation on hold and not colliding
797 // keep as was for now
798
544 PhysicsActor pa = m_rootPart.PhysActor; 799 PhysicsActor pa = m_rootPart.PhysActor;
545 if (pa != null) 800 if (pa != null)
546 { 801 {
@@ -557,6 +812,42 @@ namespace OpenSim.Region.Framework.Scenes
557 childPa.Selected = value; 812 childPa.Selected = value;
558 } 813 }
559 } 814 }
815 if (RootPart.KeyframeMotion != null)
816 RootPart.KeyframeMotion.Selected = value;
817 }
818 }
819
820 public void PartSelectChanged(bool partSelect)
821 {
822 // any part selected makes group selected
823 if (m_isSelected == partSelect)
824 return;
825
826 if (partSelect)
827 {
828 IsSelected = partSelect;
829// if (!IsAttachment)
830// ScheduleGroupForFullUpdate();
831 }
832 else
833 {
834 // bad bad bad 2 heavy for large linksets
835 // since viewer does send lot of (un)selects
836 // this needs to be replaced by a specific list or count ?
837 // but that will require extra code in several places
838
839 SceneObjectPart[] parts = m_parts.GetArray();
840 for (int i = 0; i < parts.Length; i++)
841 {
842 SceneObjectPart part = parts[i];
843 if (part.IsSelected)
844 return;
845 }
846 IsSelected = partSelect;
847 if (!IsAttachment)
848 {
849 ScheduleGroupForFullUpdate();
850 }
560 } 851 }
561 } 852 }
562 853
@@ -642,6 +933,7 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 933 /// </summary>
643 public SceneObjectGroup() 934 public SceneObjectGroup()
644 { 935 {
936
645 } 937 }
646 938
647 /// <summary> 939 /// <summary>
@@ -659,8 +951,8 @@ namespace OpenSim.Region.Framework.Scenes
659 /// Constructor. This object is added to the scene later via AttachToScene() 951 /// Constructor. This object is added to the scene later via AttachToScene()
660 /// </summary> 952 /// </summary>
661 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 953 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
662 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 954 {
663 { 955 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
664 } 956 }
665 957
666 /// <summary> 958 /// <summary>
@@ -695,6 +987,9 @@ namespace OpenSim.Region.Framework.Scenes
695 /// </summary> 987 /// </summary>
696 public virtual void AttachToBackup() 988 public virtual void AttachToBackup()
697 { 989 {
990 if (IsAttachment) return;
991 m_scene.SceneGraph.FireAttachToBackup(this);
992
698 if (InSceneBackup) 993 if (InSceneBackup)
699 { 994 {
700 //m_log.DebugFormat( 995 //m_log.DebugFormat(
@@ -737,6 +1032,13 @@ namespace OpenSim.Region.Framework.Scenes
737 1032
738 ApplyPhysics(); 1033 ApplyPhysics();
739 1034
1035 if (RootPart.PhysActor != null)
1036 RootPart.Force = RootPart.Force;
1037 if (RootPart.PhysActor != null)
1038 RootPart.Torque = RootPart.Torque;
1039 if (RootPart.PhysActor != null)
1040 RootPart.Buoyancy = RootPart.Buoyancy;
1041
740 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1042 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
741 // for the same object with very different properties. The caller must schedule the update. 1043 // for the same object with very different properties. The caller must schedule the update.
742 //ScheduleGroupForFullUpdate(); 1044 //ScheduleGroupForFullUpdate();
@@ -752,6 +1054,10 @@ namespace OpenSim.Region.Framework.Scenes
752 EntityIntersection result = new EntityIntersection(); 1054 EntityIntersection result = new EntityIntersection();
753 1055
754 SceneObjectPart[] parts = m_parts.GetArray(); 1056 SceneObjectPart[] parts = m_parts.GetArray();
1057
1058 // Find closest hit here
1059 float idist = float.MaxValue;
1060
755 for (int i = 0; i < parts.Length; i++) 1061 for (int i = 0; i < parts.Length; i++)
756 { 1062 {
757 SceneObjectPart part = parts[i]; 1063 SceneObjectPart part = parts[i];
@@ -766,11 +1072,6 @@ namespace OpenSim.Region.Framework.Scenes
766 1072
767 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1073 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
768 1074
769 // This may need to be updated to the maximum draw distance possible..
770 // We might (and probably will) be checking for prim creation from other sims
771 // when the camera crosses the border.
772 float idist = Constants.RegionSize;
773
774 if (inter.HitTF) 1075 if (inter.HitTF)
775 { 1076 {
776 // We need to find the closest prim to return to the testcaller along the ray 1077 // We need to find the closest prim to return to the testcaller along the ray
@@ -781,10 +1082,11 @@ namespace OpenSim.Region.Framework.Scenes
781 result.obj = part; 1082 result.obj = part;
782 result.normal = inter.normal; 1083 result.normal = inter.normal;
783 result.distance = inter.distance; 1084 result.distance = inter.distance;
1085
1086 idist = inter.distance;
784 } 1087 }
785 } 1088 }
786 } 1089 }
787
788 return result; 1090 return result;
789 } 1091 }
790 1092
@@ -796,25 +1098,27 @@ namespace OpenSim.Region.Framework.Scenes
796 /// <returns></returns> 1098 /// <returns></returns>
797 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1099 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
798 { 1100 {
799 maxX = -256f; 1101 maxX = float.MinValue;
800 maxY = -256f; 1102 maxY = float.MinValue;
801 maxZ = -256f; 1103 maxZ = float.MinValue;
802 minX = 256f; 1104 minX = float.MaxValue;
803 minY = 256f; 1105 minY = float.MaxValue;
804 minZ = 8192f; 1106 minZ = float.MaxValue;
805 1107
806 SceneObjectPart[] parts = m_parts.GetArray(); 1108 SceneObjectPart[] parts = m_parts.GetArray();
807 for (int i = 0; i < parts.Length; i++) 1109 foreach (SceneObjectPart part in parts)
808 { 1110 {
809 SceneObjectPart part = parts[i];
810
811 Vector3 worldPos = part.GetWorldPosition(); 1111 Vector3 worldPos = part.GetWorldPosition();
812 Vector3 offset = worldPos - AbsolutePosition; 1112 Vector3 offset = worldPos - AbsolutePosition;
813 Quaternion worldRot; 1113 Quaternion worldRot;
814 if (part.ParentID == 0) 1114 if (part.ParentID == 0)
1115 {
815 worldRot = part.RotationOffset; 1116 worldRot = part.RotationOffset;
1117 }
816 else 1118 else
1119 {
817 worldRot = part.GetWorldRotation(); 1120 worldRot = part.GetWorldRotation();
1121 }
818 1122
819 Vector3 frontTopLeft; 1123 Vector3 frontTopLeft;
820 Vector3 frontTopRight; 1124 Vector3 frontTopRight;
@@ -826,6 +1130,8 @@ namespace OpenSim.Region.Framework.Scenes
826 Vector3 backBottomLeft; 1130 Vector3 backBottomLeft;
827 Vector3 backBottomRight; 1131 Vector3 backBottomRight;
828 1132
1133 // Vector3[] corners = new Vector3[8];
1134
829 Vector3 orig = Vector3.Zero; 1135 Vector3 orig = Vector3.Zero;
830 1136
831 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1137 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -860,6 +1166,38 @@ namespace OpenSim.Region.Framework.Scenes
860 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1166 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
861 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1167 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
862 1168
1169
1170
1171 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1172 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1173 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1174 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1175 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1176 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1177 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1178 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1179
1180 //for (int i = 0; i < 8; i++)
1181 //{
1182 // corners[i] = corners[i] * worldRot;
1183 // corners[i] += offset;
1184
1185 // if (corners[i].X > maxX)
1186 // maxX = corners[i].X;
1187 // if (corners[i].X < minX)
1188 // minX = corners[i].X;
1189
1190 // if (corners[i].Y > maxY)
1191 // maxY = corners[i].Y;
1192 // if (corners[i].Y < minY)
1193 // minY = corners[i].Y;
1194
1195 // if (corners[i].Z > maxZ)
1196 // maxZ = corners[i].Y;
1197 // if (corners[i].Z < minZ)
1198 // minZ = corners[i].Z;
1199 //}
1200
863 frontTopLeft = frontTopLeft * worldRot; 1201 frontTopLeft = frontTopLeft * worldRot;
864 frontTopRight = frontTopRight * worldRot; 1202 frontTopRight = frontTopRight * worldRot;
865 frontBottomLeft = frontBottomLeft * worldRot; 1203 frontBottomLeft = frontBottomLeft * worldRot;
@@ -881,6 +1219,15 @@ namespace OpenSim.Region.Framework.Scenes
881 backTopLeft += offset; 1219 backTopLeft += offset;
882 backTopRight += offset; 1220 backTopRight += offset;
883 1221
1222 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1223 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1224 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1225 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1226 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1227 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1228 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1229 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1230
884 if (frontTopRight.X > maxX) 1231 if (frontTopRight.X > maxX)
885 maxX = frontTopRight.X; 1232 maxX = frontTopRight.X;
886 if (frontTopLeft.X > maxX) 1233 if (frontTopLeft.X > maxX)
@@ -1024,17 +1371,118 @@ namespace OpenSim.Region.Framework.Scenes
1024 1371
1025 #endregion 1372 #endregion
1026 1373
1374 public void GetResourcesCosts(SceneObjectPart apart,
1375 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1376 {
1377 // this information may need to be cached
1378
1379 float cost;
1380 float tmpcost;
1381
1382 bool ComplexCost = false;
1383
1384 SceneObjectPart p;
1385 SceneObjectPart[] parts;
1386
1387 lock (m_parts)
1388 {
1389 parts = m_parts.GetArray();
1390 }
1391
1392 int nparts = parts.Length;
1393
1394
1395 for (int i = 0; i < nparts; i++)
1396 {
1397 p = parts[i];
1398
1399 if (p.UsesComplexCost)
1400 {
1401 ComplexCost = true;
1402 break;
1403 }
1404 }
1405
1406 if (ComplexCost)
1407 {
1408 linksetResCost = 0;
1409 linksetPhysCost = 0;
1410 partCost = 0;
1411 partPhysCost = 0;
1412
1413 for (int i = 0; i < nparts; i++)
1414 {
1415 p = parts[i];
1416
1417 cost = p.StreamingCost;
1418 tmpcost = p.SimulationCost;
1419 if (tmpcost > cost)
1420 cost = tmpcost;
1421 tmpcost = p.PhysicsCost;
1422 if (tmpcost > cost)
1423 cost = tmpcost;
1424
1425 linksetPhysCost += tmpcost;
1426 linksetResCost += cost;
1427
1428 if (p == apart)
1429 {
1430 partCost = cost;
1431 partPhysCost = tmpcost;
1432 }
1433 }
1434 }
1435 else
1436 {
1437 partPhysCost = 1.0f;
1438 partCost = 1.0f;
1439 linksetResCost = (float)nparts;
1440 linksetPhysCost = linksetResCost;
1441 }
1442 }
1443
1444 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1445 {
1446 SceneObjectPart p;
1447 SceneObjectPart[] parts;
1448
1449 lock (m_parts)
1450 {
1451 parts = m_parts.GetArray();
1452 }
1453
1454 int nparts = parts.Length;
1455
1456 PhysCost = 0;
1457 StreamCost = 0;
1458 SimulCost = 0;
1459
1460 for (int i = 0; i < nparts; i++)
1461 {
1462 p = parts[i];
1463
1464 StreamCost += p.StreamingCost;
1465 SimulCost += p.SimulationCost;
1466 PhysCost += p.PhysicsCost;
1467 }
1468 }
1469
1027 public void SaveScriptedState(XmlTextWriter writer) 1470 public void SaveScriptedState(XmlTextWriter writer)
1028 { 1471 {
1472 SaveScriptedState(writer, false);
1473 }
1474
1475 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1476 {
1029 XmlDocument doc = new XmlDocument(); 1477 XmlDocument doc = new XmlDocument();
1030 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1478 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1031 1479
1032 SceneObjectPart[] parts = m_parts.GetArray(); 1480 SceneObjectPart[] parts = m_parts.GetArray();
1033 for (int i = 0; i < parts.Length; i++) 1481 for (int i = 0; i < parts.Length; i++)
1034 { 1482 {
1035 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1483 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1036 foreach (KeyValuePair<UUID, string> kvp in pstates) 1484 foreach (KeyValuePair<UUID, string> kvp in pstates)
1037 states.Add(kvp.Key, kvp.Value); 1485 states[kvp.Key] = kvp.Value;
1038 } 1486 }
1039 1487
1040 if (states.Count > 0) 1488 if (states.Count > 0)
@@ -1054,6 +1502,169 @@ namespace OpenSim.Region.Framework.Scenes
1054 } 1502 }
1055 1503
1056 /// <summary> 1504 /// <summary>
1505 /// Add the avatar to this linkset (avatar is sat).
1506 /// </summary>
1507 /// <param name="agentID"></param>
1508 public void AddAvatar(UUID agentID)
1509 {
1510 ScenePresence presence;
1511 if (m_scene.TryGetScenePresence(agentID, out presence))
1512 {
1513 if (!m_linkedAvatars.Contains(presence))
1514 {
1515 m_linkedAvatars.Add(presence);
1516 }
1517 }
1518 }
1519
1520 /// <summary>
1521 /// Delete the avatar from this linkset (avatar is unsat).
1522 /// </summary>
1523 /// <param name="agentID"></param>
1524 public void DeleteAvatar(UUID agentID)
1525 {
1526 ScenePresence presence;
1527 if (m_scene.TryGetScenePresence(agentID, out presence))
1528 {
1529 if (m_linkedAvatars.Contains(presence))
1530 {
1531 m_linkedAvatars.Remove(presence);
1532 }
1533 }
1534 }
1535
1536 /// <summary>
1537 /// Returns the list of linked presences (avatars sat on this group)
1538 /// </summary>
1539 /// <param name="agentID"></param>
1540 public List<ScenePresence> GetLinkedAvatars()
1541 {
1542 return m_linkedAvatars;
1543 }
1544
1545 /// <summary>
1546 /// Attach this scene object to the given avatar.
1547 /// </summary>
1548 /// <param name="agentID"></param>
1549 /// <param name="attachmentpoint"></param>
1550 /// <param name="AttachOffset"></param>
1551 private void AttachToAgent(
1552 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1553 {
1554 if (avatar != null)
1555 {
1556 // don't attach attachments to child agents
1557 if (avatar.IsChildAgent) return;
1558
1559 // Remove from database and parcel prim count
1560 m_scene.DeleteFromStorage(so.UUID);
1561 m_scene.EventManager.TriggerParcelPrimCountTainted();
1562
1563 so.AttachedAvatar = avatar.UUID;
1564
1565 if (so.RootPart.PhysActor != null)
1566 {
1567 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1568 so.RootPart.PhysActor = null;
1569 }
1570
1571 so.AbsolutePosition = attachOffset;
1572 so.RootPart.AttachedPos = attachOffset;
1573 so.IsAttachment = true;
1574 so.RootPart.SetParentLocalId(avatar.LocalId);
1575 so.AttachmentPoint = attachmentpoint;
1576
1577 avatar.AddAttachment(this);
1578
1579 if (!silent)
1580 {
1581 // Killing it here will cause the client to deselect it
1582 // It then reappears on the avatar, deselected
1583 // through the full update below
1584 //
1585 if (IsSelected)
1586 {
1587 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1588 }
1589
1590 IsSelected = false; // fudge....
1591 ScheduleGroupForFullUpdate();
1592 }
1593 }
1594 else
1595 {
1596 m_log.WarnFormat(
1597 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1598 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1599 }
1600 }
1601
1602 public byte GetAttachmentPoint()
1603 {
1604 return m_rootPart.Shape.State;
1605 }
1606
1607 public void DetachToGround()
1608 {
1609 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1610 if (avatar == null)
1611 return;
1612
1613 avatar.RemoveAttachment(this);
1614
1615 Vector3 detachedpos = new Vector3(127f,127f,127f);
1616 if (avatar == null)
1617 return;
1618
1619 detachedpos = avatar.AbsolutePosition;
1620 FromItemID = UUID.Zero;
1621
1622 AbsolutePosition = detachedpos;
1623 AttachedAvatar = UUID.Zero;
1624
1625 //SceneObjectPart[] parts = m_parts.GetArray();
1626 //for (int i = 0; i < parts.Length; i++)
1627 // parts[i].AttachedAvatar = UUID.Zero;
1628
1629 m_rootPart.SetParentLocalId(0);
1630 AttachmentPoint = (byte)0;
1631 // must check if buildind should be true or false here
1632 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1633 HasGroupChanged = true;
1634 RootPart.Rezzed = DateTime.Now;
1635 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1636 AttachToBackup();
1637 m_scene.EventManager.TriggerParcelPrimCountTainted();
1638 m_rootPart.ScheduleFullUpdate();
1639 m_rootPart.ClearUndoState();
1640 }
1641
1642 public void DetachToInventoryPrep()
1643 {
1644 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1645 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1646 if (avatar != null)
1647 {
1648 //detachedpos = avatar.AbsolutePosition;
1649 avatar.RemoveAttachment(this);
1650 }
1651
1652 AttachedAvatar = UUID.Zero;
1653
1654 /*SceneObjectPart[] parts = m_parts.GetArray();
1655 for (int i = 0; i < parts.Length; i++)
1656 parts[i].AttachedAvatar = UUID.Zero;*/
1657
1658 m_rootPart.SetParentLocalId(0);
1659 //m_rootPart.SetAttachmentPoint((byte)0);
1660 IsAttachment = false;
1661 AbsolutePosition = m_rootPart.AttachedPos;
1662 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1663 //AttachToBackup();
1664 //m_rootPart.ScheduleFullUpdate();
1665 }
1666
1667 /// <summary>
1057 /// 1668 ///
1058 /// </summary> 1669 /// </summary>
1059 /// <param name="part"></param> 1670 /// <param name="part"></param>
@@ -1093,7 +1704,10 @@ namespace OpenSim.Region.Framework.Scenes
1093 public void AddPart(SceneObjectPart part) 1704 public void AddPart(SceneObjectPart part)
1094 { 1705 {
1095 part.SetParent(this); 1706 part.SetParent(this);
1096 part.LinkNum = m_parts.Add(part.UUID, part); 1707 m_parts.Add(part.UUID, part);
1708
1709 part.LinkNum = m_parts.Count;
1710
1097 if (part.LinkNum == 2) 1711 if (part.LinkNum == 2)
1098 RootPart.LinkNum = 1; 1712 RootPart.LinkNum = 1;
1099 } 1713 }
@@ -1119,6 +1733,14 @@ namespace OpenSim.Region.Framework.Scenes
1119 parts[i].UUID = UUID.Random(); 1733 parts[i].UUID = UUID.Random();
1120 } 1734 }
1121 1735
1736 // helper provided for parts.
1737 public int GetSceneMaxUndo()
1738 {
1739 if (m_scene != null)
1740 return m_scene.MaxUndoCount;
1741 return 5;
1742 }
1743
1122 // justincc: I don't believe this hack is needed any longer, especially since the physics 1744 // justincc: I don't believe this hack is needed any longer, especially since the physics
1123 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1745 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1124 // this method was preventing proper reload of scene objects. 1746 // this method was preventing proper reload of scene objects.
@@ -1176,7 +1798,7 @@ namespace OpenSim.Region.Framework.Scenes
1176// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1798// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1177// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1799// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1178 1800
1179 part.StoreUndoState(); 1801// part.StoreUndoState();
1180 part.OnGrab(offsetPos, remoteClient); 1802 part.OnGrab(offsetPos, remoteClient);
1181 } 1803 }
1182 1804
@@ -1196,6 +1818,11 @@ namespace OpenSim.Region.Framework.Scenes
1196 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1818 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1197 public void DeleteGroupFromScene(bool silent) 1819 public void DeleteGroupFromScene(bool silent)
1198 { 1820 {
1821 // We need to keep track of this state in case this group is still queued for backup.
1822 IsDeleted = true;
1823
1824 DetachFromBackup();
1825
1199 SceneObjectPart[] parts = m_parts.GetArray(); 1826 SceneObjectPart[] parts = m_parts.GetArray();
1200 for (int i = 0; i < parts.Length; i++) 1827 for (int i = 0; i < parts.Length; i++)
1201 { 1828 {
@@ -1219,6 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
1219 } 1846 }
1220 }); 1847 });
1221 } 1848 }
1849
1222 } 1850 }
1223 1851
1224 public void AddScriptLPS(int count) 1852 public void AddScriptLPS(int count)
@@ -1288,28 +1916,43 @@ namespace OpenSim.Region.Framework.Scenes
1288 /// </summary> 1916 /// </summary>
1289 public void ApplyPhysics() 1917 public void ApplyPhysics()
1290 { 1918 {
1291 // Apply physics to the root prim
1292 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1293
1294 // Apply physics to child prims
1295 SceneObjectPart[] parts = m_parts.GetArray(); 1919 SceneObjectPart[] parts = m_parts.GetArray();
1296 if (parts.Length > 1) 1920 if (parts.Length > 1)
1297 { 1921 {
1922 ResetChildPrimPhysicsPositions();
1923
1924 // Apply physics to the root prim
1925 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1926
1927
1298 for (int i = 0; i < parts.Length; i++) 1928 for (int i = 0; i < parts.Length; i++)
1299 { 1929 {
1300 SceneObjectPart part = parts[i]; 1930 SceneObjectPart part = parts[i];
1301 if (part.LocalId != m_rootPart.LocalId) 1931 if (part.LocalId != m_rootPart.LocalId)
1302 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1932 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1303 } 1933 }
1304
1305 // Hack to get the physics scene geometries in the right spot 1934 // Hack to get the physics scene geometries in the right spot
1306 ResetChildPrimPhysicsPositions(); 1935// ResetChildPrimPhysicsPositions();
1936 if (m_rootPart.PhysActor != null)
1937 {
1938 m_rootPart.PhysActor.Building = false;
1939 }
1940 }
1941 else
1942 {
1943 // Apply physics to the root prim
1944 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1307 } 1945 }
1308 } 1946 }
1309 1947
1310 public void SetOwnerId(UUID userId) 1948 public void SetOwnerId(UUID userId)
1311 { 1949 {
1312 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1950 ForEachPart(delegate(SceneObjectPart part)
1951 {
1952
1953 part.OwnerID = userId;
1954
1955 });
1313 } 1956 }
1314 1957
1315 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1958 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1341,11 +1984,17 @@ namespace OpenSim.Region.Framework.Scenes
1341 return; 1984 return;
1342 } 1985 }
1343 1986
1987 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1988 return;
1989
1344 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1990 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1345 // any exception propogate upwards. 1991 // any exception propogate upwards.
1346 try 1992 try
1347 { 1993 {
1348 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1994 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1995 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
1996 m_scene.LoadingPrims) // Land may not be valid yet
1997
1349 { 1998 {
1350 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1999 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1351 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2000 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1372,6 +2021,7 @@ namespace OpenSim.Region.Framework.Scenes
1372 } 2021 }
1373 } 2022 }
1374 } 2023 }
2024
1375 } 2025 }
1376 2026
1377 if (m_scene.UseBackup && HasGroupChanged) 2027 if (m_scene.UseBackup && HasGroupChanged)
@@ -1379,10 +2029,30 @@ namespace OpenSim.Region.Framework.Scenes
1379 // don't backup while it's selected or you're asking for changes mid stream. 2029 // don't backup while it's selected or you're asking for changes mid stream.
1380 if (isTimeToPersist() || forcedBackup) 2030 if (isTimeToPersist() || forcedBackup)
1381 { 2031 {
2032 if (m_rootPart.PhysActor != null &&
2033 (!m_rootPart.PhysActor.IsPhysical))
2034 {
2035 // Possible ghost prim
2036 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2037 {
2038 foreach (SceneObjectPart part in m_parts.GetArray())
2039 {
2040 // Re-set physics actor positions and
2041 // orientations
2042 part.GroupPosition = m_rootPart.GroupPosition;
2043 }
2044 }
2045 }
1382// m_log.DebugFormat( 2046// m_log.DebugFormat(
1383// "[SCENE]: Storing {0}, {1} in {2}", 2047// "[SCENE]: Storing {0}, {1} in {2}",
1384// Name, UUID, m_scene.RegionInfo.RegionName); 2048// Name, UUID, m_scene.RegionInfo.RegionName);
1385 2049
2050 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2051 {
2052 RootPart.Shape.State = 0;
2053 ScheduleGroupForFullUpdate();
2054 }
2055
1386 SceneObjectGroup backup_group = Copy(false); 2056 SceneObjectGroup backup_group = Copy(false);
1387 backup_group.RootPart.Velocity = RootPart.Velocity; 2057 backup_group.RootPart.Velocity = RootPart.Velocity;
1388 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2058 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1392,6 +2062,16 @@ namespace OpenSim.Region.Framework.Scenes
1392 HasGroupChangedDueToDelink = false; 2062 HasGroupChangedDueToDelink = false;
1393 2063
1394 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2064 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2065/*
2066 backup_group.ForEachPart(delegate(SceneObjectPart part)
2067 {
2068 if (part.KeyframeMotion != null)
2069 {
2070 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2071// part.KeyframeMotion.UpdateSceneObject(this);
2072 }
2073 });
2074*/
1395 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2075 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1396 2076
1397 backup_group.ForEachPart(delegate(SceneObjectPart part) 2077 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1448,10 +2128,14 @@ namespace OpenSim.Region.Framework.Scenes
1448 /// <returns></returns> 2128 /// <returns></returns>
1449 public SceneObjectGroup Copy(bool userExposed) 2129 public SceneObjectGroup Copy(bool userExposed)
1450 { 2130 {
2131 m_dupeInProgress = true;
1451 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2132 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1452 dupe.m_isBackedUp = false; 2133 dupe.m_isBackedUp = false;
1453 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2134 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1454 2135
2136 // new group as no sitting avatars
2137 dupe.m_linkedAvatars = new List<ScenePresence>();
2138
1455 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2139 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1456 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2140 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1457 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2141 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1462,7 +2146,7 @@ namespace OpenSim.Region.Framework.Scenes
1462 // This is only necessary when userExposed is false! 2146 // This is only necessary when userExposed is false!
1463 2147
1464 bool previousAttachmentStatus = dupe.IsAttachment; 2148 bool previousAttachmentStatus = dupe.IsAttachment;
1465 2149
1466 if (!userExposed) 2150 if (!userExposed)
1467 dupe.IsAttachment = true; 2151 dupe.IsAttachment = true;
1468 2152
@@ -1475,16 +2159,17 @@ namespace OpenSim.Region.Framework.Scenes
1475 2159
1476 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2160 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1477 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2161 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2162
1478 2163
1479 if (userExposed) 2164 if (userExposed)
1480 dupe.m_rootPart.TrimPermissions(); 2165 dupe.m_rootPart.TrimPermissions();
1481 2166
1482 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2167 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1483 2168
1484 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2169 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1485 { 2170 {
1486 return p1.LinkNum.CompareTo(p2.LinkNum); 2171 return p1.LinkNum.CompareTo(p2.LinkNum);
1487 } 2172 }
1488 ); 2173 );
1489 2174
1490 foreach (SceneObjectPart part in partList) 2175 foreach (SceneObjectPart part in partList)
@@ -1494,41 +2179,56 @@ namespace OpenSim.Region.Framework.Scenes
1494 { 2179 {
1495 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2180 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1496 newPart.LinkNum = part.LinkNum; 2181 newPart.LinkNum = part.LinkNum;
1497 } 2182 if (userExposed)
2183 newPart.ParentID = dupe.m_rootPart.LocalId;
2184 }
1498 else 2185 else
1499 { 2186 {
1500 newPart = dupe.m_rootPart; 2187 newPart = dupe.m_rootPart;
1501 } 2188 }
2189/*
2190 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2191 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1502 2192
1503 // Need to duplicate the physics actor as well 2193 // Need to duplicate the physics actor as well
1504 PhysicsActor originalPartPa = part.PhysActor; 2194 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1505 if (originalPartPa != null && userExposed)
1506 { 2195 {
1507 PrimitiveBaseShape pbs = newPart.Shape; 2196 PrimitiveBaseShape pbs = newPart.Shape;
1508
1509 newPart.PhysActor 2197 newPart.PhysActor
1510 = m_scene.PhysicsScene.AddPrimShape( 2198 = m_scene.PhysicsScene.AddPrimShape(
1511 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2199 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1512 pbs, 2200 pbs,
1513 newPart.AbsolutePosition, 2201 newPart.AbsolutePosition,
1514 newPart.Scale, 2202 newPart.Scale,
1515 newPart.RotationOffset, 2203 newPart.GetWorldRotation(),
1516 originalPartPa.IsPhysical, 2204 isphys,
2205 isphan,
1517 newPart.LocalId); 2206 newPart.LocalId);
1518 2207
1519 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2208 newPart.DoPhysicsPropertyUpdate(isphys, true);
1520 } 2209 */
2210 if (userExposed)
2211 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2212// }
2213 // copy keyframemotion
2214 if (part.KeyframeMotion != null)
2215 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1521 } 2216 }
1522 2217
1523 if (userExposed) 2218 if (userExposed)
1524 { 2219 {
1525 dupe.UpdateParentIDs(); 2220// done above dupe.UpdateParentIDs();
2221
2222 if (dupe.m_rootPart.PhysActor != null)
2223 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2224
1526 dupe.HasGroupChanged = true; 2225 dupe.HasGroupChanged = true;
1527 dupe.AttachToBackup(); 2226 dupe.AttachToBackup();
1528 2227
1529 ScheduleGroupForFullUpdate(); 2228 ScheduleGroupForFullUpdate();
1530 } 2229 }
1531 2230
2231 m_dupeInProgress = false;
1532 return dupe; 2232 return dupe;
1533 } 2233 }
1534 2234
@@ -1540,11 +2240,24 @@ namespace OpenSim.Region.Framework.Scenes
1540 /// <param name="cGroupID"></param> 2240 /// <param name="cGroupID"></param>
1541 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2241 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1542 { 2242 {
1543 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2243 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2244 // give newpart a new local ID lettng old part keep same
2245 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2246 newpart.LocalId = m_scene.AllocateLocalId();
2247
2248 SetRootPart(newpart);
2249 if (userExposed)
2250 RootPart.Velocity = Vector3.Zero; // In case source is moving
1544 } 2251 }
1545 2252
1546 public void ScriptSetPhysicsStatus(bool usePhysics) 2253 public void ScriptSetPhysicsStatus(bool usePhysics)
1547 { 2254 {
2255 if (usePhysics)
2256 {
2257 if (RootPart.KeyframeMotion != null)
2258 RootPart.KeyframeMotion.Stop();
2259 RootPart.KeyframeMotion = null;
2260 }
1548 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2261 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1549 } 2262 }
1550 2263
@@ -1592,13 +2305,14 @@ namespace OpenSim.Region.Framework.Scenes
1592 2305
1593 if (pa != null) 2306 if (pa != null)
1594 { 2307 {
1595 pa.AddForce(impulse, true); 2308 // false to be applied as a impulse
2309 pa.AddForce(impulse, false);
1596 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2310 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1597 } 2311 }
1598 } 2312 }
1599 } 2313 }
1600 2314
1601 public void applyAngularImpulse(Vector3 impulse) 2315 public void ApplyAngularImpulse(Vector3 impulse)
1602 { 2316 {
1603 PhysicsActor pa = RootPart.PhysActor; 2317 PhysicsActor pa = RootPart.PhysActor;
1604 2318
@@ -1606,21 +2320,8 @@ namespace OpenSim.Region.Framework.Scenes
1606 { 2320 {
1607 if (!IsAttachment) 2321 if (!IsAttachment)
1608 { 2322 {
1609 pa.AddAngularForce(impulse, true); 2323 // false to be applied as a impulse
1610 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2324 pa.AddAngularForce(impulse, false);
1611 }
1612 }
1613 }
1614
1615 public void setAngularImpulse(Vector3 impulse)
1616 {
1617 PhysicsActor pa = RootPart.PhysActor;
1618
1619 if (pa != null)
1620 {
1621 if (!IsAttachment)
1622 {
1623 pa.Torque = impulse;
1624 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2325 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1625 } 2326 }
1626 } 2327 }
@@ -1628,20 +2329,10 @@ namespace OpenSim.Region.Framework.Scenes
1628 2329
1629 public Vector3 GetTorque() 2330 public Vector3 GetTorque()
1630 { 2331 {
1631 PhysicsActor pa = RootPart.PhysActor; 2332 return RootPart.Torque;
1632
1633 if (pa != null)
1634 {
1635 if (!IsAttachment)
1636 {
1637 Vector3 torque = pa.Torque;
1638 return torque;
1639 }
1640 }
1641
1642 return Vector3.Zero;
1643 } 2333 }
1644 2334
2335 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1645 public void moveToTarget(Vector3 target, float tau) 2336 public void moveToTarget(Vector3 target, float tau)
1646 { 2337 {
1647 if (IsAttachment) 2338 if (IsAttachment)
@@ -1673,6 +2364,46 @@ namespace OpenSim.Region.Framework.Scenes
1673 pa.PIDActive = false; 2364 pa.PIDActive = false;
1674 } 2365 }
1675 2366
2367 public void rotLookAt(Quaternion target, float strength, float damping)
2368 {
2369 SceneObjectPart rootpart = m_rootPart;
2370 if (rootpart != null)
2371 {
2372 if (IsAttachment)
2373 {
2374 /*
2375 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2376 if (avatar != null)
2377 {
2378 Rotate the Av?
2379 } */
2380 }
2381 else
2382 {
2383 if (rootpart.PhysActor != null)
2384 { // APID must be implemented in your physics system for this to function.
2385 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2386 rootpart.PhysActor.APIDStrength = strength;
2387 rootpart.PhysActor.APIDDamping = damping;
2388 rootpart.PhysActor.APIDActive = true;
2389 }
2390 }
2391 }
2392 }
2393
2394 public void stopLookAt()
2395 {
2396 SceneObjectPart rootpart = m_rootPart;
2397 if (rootpart != null)
2398 {
2399 if (rootpart.PhysActor != null)
2400 { // APID must be implemented in your physics system for this to function.
2401 rootpart.PhysActor.APIDActive = false;
2402 }
2403 }
2404
2405 }
2406
1676 /// <summary> 2407 /// <summary>
1677 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2408 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1678 /// </summary> 2409 /// </summary>
@@ -1689,7 +2420,7 @@ namespace OpenSim.Region.Framework.Scenes
1689 { 2420 {
1690 pa.PIDHoverHeight = height; 2421 pa.PIDHoverHeight = height;
1691 pa.PIDHoverType = hoverType; 2422 pa.PIDHoverType = hoverType;
1692 pa.PIDTau = tau; 2423 pa.PIDHoverTau = tau;
1693 pa.PIDHoverActive = true; 2424 pa.PIDHoverActive = true;
1694 } 2425 }
1695 else 2426 else
@@ -1729,7 +2460,12 @@ namespace OpenSim.Region.Framework.Scenes
1729 /// <param name="cGroupID"></param> 2460 /// <param name="cGroupID"></param>
1730 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2461 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1731 { 2462 {
1732 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2463 // give new ID to the new part, letting old keep original
2464 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2465 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2466 newPart.LocalId = m_scene.AllocateLocalId();
2467 newPart.SetParent(this);
2468
1733 AddPart(newPart); 2469 AddPart(newPart);
1734 2470
1735 SetPartAsNonRoot(newPart); 2471 SetPartAsNonRoot(newPart);
@@ -1868,11 +2604,11 @@ namespace OpenSim.Region.Framework.Scenes
1868 /// Immediately send a full update for this scene object. 2604 /// Immediately send a full update for this scene object.
1869 /// </summary> 2605 /// </summary>
1870 public void SendGroupFullUpdate() 2606 public void SendGroupFullUpdate()
1871 { 2607 {
1872 if (IsDeleted) 2608 if (IsDeleted)
1873 return; 2609 return;
1874 2610
1875// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2611// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1876 2612
1877 RootPart.SendFullUpdateToAllClients(); 2613 RootPart.SendFullUpdateToAllClients();
1878 2614
@@ -2028,6 +2764,11 @@ namespace OpenSim.Region.Framework.Scenes
2028 // 'linkPart' == the root of the group being linked into this group 2764 // 'linkPart' == the root of the group being linked into this group
2029 SceneObjectPart linkPart = objectGroup.m_rootPart; 2765 SceneObjectPart linkPart = objectGroup.m_rootPart;
2030 2766
2767 if (m_rootPart.PhysActor != null)
2768 m_rootPart.PhysActor.Building = true;
2769 if (linkPart.PhysActor != null)
2770 linkPart.PhysActor.Building = true;
2771
2031 // physics flags from group to be applied to linked parts 2772 // physics flags from group to be applied to linked parts
2032 bool grpusephys = UsesPhysics; 2773 bool grpusephys = UsesPhysics;
2033 bool grptemporary = IsTemporary; 2774 bool grptemporary = IsTemporary;
@@ -2053,12 +2794,12 @@ namespace OpenSim.Region.Framework.Scenes
2053 Vector3 axPos = linkPart.OffsetPosition; 2794 Vector3 axPos = linkPart.OffsetPosition;
2054 // Rotate the linking root SOP's position to be relative to the new root prim 2795 // Rotate the linking root SOP's position to be relative to the new root prim
2055 Quaternion parentRot = m_rootPart.RotationOffset; 2796 Quaternion parentRot = m_rootPart.RotationOffset;
2056 axPos *= Quaternion.Inverse(parentRot); 2797 axPos *= Quaternion.Conjugate(parentRot);
2057 linkPart.OffsetPosition = axPos; 2798 linkPart.OffsetPosition = axPos;
2058 2799
2059 // Make the linking root SOP's rotation relative to the new root prim 2800 // Make the linking root SOP's rotation relative to the new root prim
2060 Quaternion oldRot = linkPart.RotationOffset; 2801 Quaternion oldRot = linkPart.RotationOffset;
2061 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2802 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2062 linkPart.RotationOffset = newRot; 2803 linkPart.RotationOffset = newRot;
2063 2804
2064 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2805 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2092,7 +2833,7 @@ namespace OpenSim.Region.Framework.Scenes
2092 linkPart.CreateSelected = true; 2833 linkPart.CreateSelected = true;
2093 2834
2094 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2835 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2095 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2836 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2096 2837
2097 // If the added SOP is physical, also tell the physics engine about the link relationship. 2838 // If the added SOP is physical, also tell the physics engine about the link relationship.
2098 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2839 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2102,6 +2843,7 @@ namespace OpenSim.Region.Framework.Scenes
2102 } 2843 }
2103 2844
2104 linkPart.LinkNum = linkNum++; 2845 linkPart.LinkNum = linkNum++;
2846 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2105 2847
2106 // Get a list of the SOP's in the old group in order of their linknum's. 2848 // Get a list of the SOP's in the old group in order of their linknum's.
2107 SceneObjectPart[] ogParts = objectGroup.Parts; 2849 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2120,7 +2862,7 @@ namespace OpenSim.Region.Framework.Scenes
2120 2862
2121 // Update the physics flags for the newly added SOP 2863 // Update the physics flags for the newly added SOP
2122 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2864 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2123 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2865 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2124 2866
2125 // If the added SOP is physical, also tell the physics engine about the link relationship. 2867 // If the added SOP is physical, also tell the physics engine about the link relationship.
2126 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2868 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2138,7 +2880,7 @@ namespace OpenSim.Region.Framework.Scenes
2138 objectGroup.IsDeleted = true; 2880 objectGroup.IsDeleted = true;
2139 2881
2140 objectGroup.m_parts.Clear(); 2882 objectGroup.m_parts.Clear();
2141 2883
2142 // Can't do this yet since backup still makes use of the root part without any synchronization 2884 // Can't do this yet since backup still makes use of the root part without any synchronization
2143// objectGroup.m_rootPart = null; 2885// objectGroup.m_rootPart = null;
2144 2886
@@ -2152,6 +2894,9 @@ namespace OpenSim.Region.Framework.Scenes
2152 // unmoved prims! 2894 // unmoved prims!
2153 ResetChildPrimPhysicsPositions(); 2895 ResetChildPrimPhysicsPositions();
2154 2896
2897 if (m_rootPart.PhysActor != null)
2898 m_rootPart.PhysActor.Building = false;
2899
2155 //HasGroupChanged = true; 2900 //HasGroupChanged = true;
2156 //ScheduleGroupForFullUpdate(); 2901 //ScheduleGroupForFullUpdate();
2157 } 2902 }
@@ -2219,7 +2964,10 @@ namespace OpenSim.Region.Framework.Scenes
2219// m_log.DebugFormat( 2964// m_log.DebugFormat(
2220// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2965// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2221// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2966// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2222 2967
2968 if (m_rootPart.PhysActor != null)
2969 m_rootPart.PhysActor.Building = true;
2970
2223 linkPart.ClearUndoState(); 2971 linkPart.ClearUndoState();
2224 2972
2225 Vector3 worldPos = linkPart.GetWorldPosition(); 2973 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2290,6 +3038,14 @@ namespace OpenSim.Region.Framework.Scenes
2290 3038
2291 // When we delete a group, we currently have to force persist to the database if the object id has changed 3039 // When we delete a group, we currently have to force persist to the database if the object id has changed
2292 // (since delete works by deleting all rows which have a given object id) 3040 // (since delete works by deleting all rows which have a given object id)
3041
3042 // this is as it seems to be in sl now
3043 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3044 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3045
3046 if (m_rootPart.PhysActor != null)
3047 m_rootPart.PhysActor.Building = false;
3048
2293 objectGroup.HasGroupChangedDueToDelink = true; 3049 objectGroup.HasGroupChangedDueToDelink = true;
2294 3050
2295 return objectGroup; 3051 return objectGroup;
@@ -2301,6 +3057,8 @@ namespace OpenSim.Region.Framework.Scenes
2301 /// <param name="objectGroup"></param> 3057 /// <param name="objectGroup"></param>
2302 public virtual void DetachFromBackup() 3058 public virtual void DetachFromBackup()
2303 { 3059 {
3060 if (m_scene != null)
3061 m_scene.SceneGraph.FireDetachFromBackup(this);
2304 if (m_isBackedUp && Scene != null) 3062 if (m_isBackedUp && Scene != null)
2305 m_scene.EventManager.OnBackup -= ProcessBackup; 3063 m_scene.EventManager.OnBackup -= ProcessBackup;
2306 3064
@@ -2321,7 +3079,8 @@ namespace OpenSim.Region.Framework.Scenes
2321 Vector3 axPos = part.OffsetPosition; 3079 Vector3 axPos = part.OffsetPosition;
2322 axPos *= parentRot; 3080 axPos *= parentRot;
2323 part.OffsetPosition = axPos; 3081 part.OffsetPosition = axPos;
2324 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3082 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3083 part.GroupPosition = newPos;
2325 part.OffsetPosition = Vector3.Zero; 3084 part.OffsetPosition = Vector3.Zero;
2326 3085
2327 // Compution our rotation to be not relative to the old parent 3086 // Compution our rotation to be not relative to the old parent
@@ -2336,7 +3095,7 @@ namespace OpenSim.Region.Framework.Scenes
2336 part.LinkNum = linkNum; 3095 part.LinkNum = linkNum;
2337 3096
2338 // Compute the new position of this SOP relative to the group position 3097 // Compute the new position of this SOP relative to the group position
2339 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3098 part.OffsetPosition = newPos - AbsolutePosition;
2340 3099
2341 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3100 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2342 // It would have the affect of setting the physics engine position multiple 3101 // It would have the affect of setting the physics engine position multiple
@@ -2346,18 +3105,19 @@ namespace OpenSim.Region.Framework.Scenes
2346 // Rotate the relative position by the rotation of the group 3105 // Rotate the relative position by the rotation of the group
2347 Quaternion rootRotation = m_rootPart.RotationOffset; 3106 Quaternion rootRotation = m_rootPart.RotationOffset;
2348 Vector3 pos = part.OffsetPosition; 3107 Vector3 pos = part.OffsetPosition;
2349 pos *= Quaternion.Inverse(rootRotation); 3108 pos *= Quaternion.Conjugate(rootRotation);
2350 part.OffsetPosition = pos; 3109 part.OffsetPosition = pos;
2351 3110
2352 // Compute the SOP's rotation relative to the rotation of the group. 3111 // Compute the SOP's rotation relative to the rotation of the group.
2353 parentRot = m_rootPart.RotationOffset; 3112 parentRot = m_rootPart.RotationOffset;
2354 oldRot = part.RotationOffset; 3113 oldRot = part.RotationOffset;
2355 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3114 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2356 part.RotationOffset = newRot; 3115 part.RotationOffset = newRot;
2357 3116
2358 // Since this SOP's state has changed, push those changes into the physics engine 3117 // Since this SOP's state has changed, push those changes into the physics engine
2359 // and the simulator. 3118 // and the simulator.
2360 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3119 // done on caller
3120// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2361 } 3121 }
2362 3122
2363 /// <summary> 3123 /// <summary>
@@ -2379,10 +3139,14 @@ namespace OpenSim.Region.Framework.Scenes
2379 { 3139 {
2380 if (!m_rootPart.BlockGrab) 3140 if (!m_rootPart.BlockGrab)
2381 { 3141 {
2382 Vector3 llmoveforce = pos - AbsolutePosition; 3142/* Vector3 llmoveforce = pos - AbsolutePosition;
2383 Vector3 grabforce = llmoveforce; 3143 Vector3 grabforce = llmoveforce;
2384 grabforce = (grabforce / 10) * pa.Mass; 3144 grabforce = (grabforce / 10) * pa.Mass;
2385 pa.AddForce(grabforce, true); 3145 */
3146 // empirically convert distance diference to a impulse
3147 Vector3 grabforce = pos - AbsolutePosition;
3148 grabforce = grabforce * (pa.Mass/ 10.0f);
3149 pa.AddForce(grabforce, false);
2386 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3150 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2387 } 3151 }
2388 } 3152 }
@@ -2578,6 +3342,8 @@ namespace OpenSim.Region.Framework.Scenes
2578 /// <param name="SetVolumeDetect"></param> 3342 /// <param name="SetVolumeDetect"></param>
2579 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3343 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2580 { 3344 {
3345 HasGroupChanged = true;
3346
2581 SceneObjectPart selectionPart = GetPart(localID); 3347 SceneObjectPart selectionPart = GetPart(localID);
2582 3348
2583 if (SetTemporary && Scene != null) 3349 if (SetTemporary && Scene != null)
@@ -2608,8 +3374,22 @@ namespace OpenSim.Region.Framework.Scenes
2608 } 3374 }
2609 } 3375 }
2610 3376
2611 for (int i = 0; i < parts.Length; i++) 3377 if (parts.Length > 1)
2612 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3378 {
3379 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3380
3381 for (int i = 0; i < parts.Length; i++)
3382 {
3383
3384 if (parts[i].UUID != m_rootPart.UUID)
3385 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3386 }
3387
3388 if (m_rootPart.PhysActor != null)
3389 m_rootPart.PhysActor.Building = false;
3390 }
3391 else
3392 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2613 } 3393 }
2614 } 3394 }
2615 3395
@@ -2622,6 +3402,17 @@ namespace OpenSim.Region.Framework.Scenes
2622 } 3402 }
2623 } 3403 }
2624 3404
3405
3406
3407 /// <summary>
3408 /// Gets the number of parts
3409 /// </summary>
3410 /// <returns></returns>
3411 public int GetPartCount()
3412 {
3413 return Parts.Count();
3414 }
3415
2625 /// <summary> 3416 /// <summary>
2626 /// Update the texture entry for this part 3417 /// Update the texture entry for this part
2627 /// </summary> 3418 /// </summary>
@@ -2638,11 +3429,18 @@ namespace OpenSim.Region.Framework.Scenes
2638 3429
2639 public void AdjustChildPrimPermissions() 3430 public void AdjustChildPrimPermissions()
2640 { 3431 {
3432 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3433 uint foldedPerms = RootPart.OwnerMask & 3;
3434
2641 ForEachPart(part => 3435 ForEachPart(part =>
2642 { 3436 {
3437 newOwnerMask &= part.BaseMask;
2643 if (part != RootPart) 3438 if (part != RootPart)
2644 part.ClonePermissions(RootPart); 3439 part.ClonePermissions(RootPart);
2645 }); 3440 });
3441
3442 RootPart.OwnerMask = newOwnerMask | foldedPerms;
3443 RootPart.ScheduleFullUpdate();
2646 } 3444 }
2647 3445
2648 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3446 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2650,8 +3448,16 @@ namespace OpenSim.Region.Framework.Scenes
2650 { 3448 {
2651 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3449 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2652 3450
3451 bool god = Scene.Permissions.IsGod(AgentID);
3452
2653 AdjustChildPrimPermissions(); 3453 AdjustChildPrimPermissions();
2654 3454
3455 if (field == 1 && god) // Base mask was set. Update all child part inventories
3456 {
3457 foreach (SceneObjectPart part in Parts)
3458 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3459 }
3460
2655 HasGroupChanged = true; 3461 HasGroupChanged = true;
2656 3462
2657 // Send the group's properties to all clients once all parts are updated 3463 // Send the group's properties to all clients once all parts are updated
@@ -2697,8 +3503,6 @@ namespace OpenSim.Region.Framework.Scenes
2697 3503
2698 PhysicsActor pa = m_rootPart.PhysActor; 3504 PhysicsActor pa = m_rootPart.PhysActor;
2699 3505
2700 RootPart.StoreUndoState(true);
2701
2702 if (Scene != null) 3506 if (Scene != null)
2703 { 3507 {
2704 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3508 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2726,7 +3530,6 @@ namespace OpenSim.Region.Framework.Scenes
2726 SceneObjectPart obPart = parts[i]; 3530 SceneObjectPart obPart = parts[i];
2727 if (obPart.UUID != m_rootPart.UUID) 3531 if (obPart.UUID != m_rootPart.UUID)
2728 { 3532 {
2729// obPart.IgnoreUndoUpdate = true;
2730 Vector3 oldSize = new Vector3(obPart.Scale); 3533 Vector3 oldSize = new Vector3(obPart.Scale);
2731 3534
2732 float f = 1.0f; 3535 float f = 1.0f;
@@ -2838,8 +3641,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 z *= a; 3641 z *= a;
2839 } 3642 }
2840 } 3643 }
2841
2842// obPart.IgnoreUndoUpdate = false;
2843 } 3644 }
2844 } 3645 }
2845 } 3646 }
@@ -2849,9 +3650,7 @@ namespace OpenSim.Region.Framework.Scenes
2849 prevScale.Y *= y; 3650 prevScale.Y *= y;
2850 prevScale.Z *= z; 3651 prevScale.Z *= z;
2851 3652
2852// RootPart.IgnoreUndoUpdate = true;
2853 RootPart.Resize(prevScale); 3653 RootPart.Resize(prevScale);
2854// RootPart.IgnoreUndoUpdate = false;
2855 3654
2856 for (int i = 0; i < parts.Length; i++) 3655 for (int i = 0; i < parts.Length; i++)
2857 { 3656 {
@@ -2859,8 +3658,6 @@ namespace OpenSim.Region.Framework.Scenes
2859 3658
2860 if (obPart.UUID != m_rootPart.UUID) 3659 if (obPart.UUID != m_rootPart.UUID)
2861 { 3660 {
2862 obPart.IgnoreUndoUpdate = true;
2863
2864 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3661 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2865 currentpos.X *= x; 3662 currentpos.X *= x;
2866 currentpos.Y *= y; 3663 currentpos.Y *= y;
@@ -2873,16 +3670,12 @@ namespace OpenSim.Region.Framework.Scenes
2873 3670
2874 obPart.Resize(newSize); 3671 obPart.Resize(newSize);
2875 obPart.UpdateOffSet(currentpos); 3672 obPart.UpdateOffSet(currentpos);
2876
2877 obPart.IgnoreUndoUpdate = false;
2878 } 3673 }
2879 3674
2880// obPart.IgnoreUndoUpdate = false; 3675 HasGroupChanged = true;
2881// obPart.StoreUndoState(); 3676 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3677 ScheduleGroupForTerseUpdate();
2882 } 3678 }
2883
2884// m_log.DebugFormat(
2885// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2886 } 3679 }
2887 3680
2888 #endregion 3681 #endregion
@@ -2895,14 +3688,6 @@ namespace OpenSim.Region.Framework.Scenes
2895 /// <param name="pos"></param> 3688 /// <param name="pos"></param>
2896 public void UpdateGroupPosition(Vector3 pos) 3689 public void UpdateGroupPosition(Vector3 pos)
2897 { 3690 {
2898// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2899
2900 RootPart.StoreUndoState(true);
2901
2902// SceneObjectPart[] parts = m_parts.GetArray();
2903// for (int i = 0; i < parts.Length; i++)
2904// parts[i].StoreUndoState();
2905
2906 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3691 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2907 { 3692 {
2908 if (IsAttachment) 3693 if (IsAttachment)
@@ -2935,21 +3720,17 @@ namespace OpenSim.Region.Framework.Scenes
2935 /// </summary> 3720 /// </summary>
2936 /// <param name="pos"></param> 3721 /// <param name="pos"></param>
2937 /// <param name="localID"></param> 3722 /// <param name="localID"></param>
3723 ///
3724
2938 public void UpdateSinglePosition(Vector3 pos, uint localID) 3725 public void UpdateSinglePosition(Vector3 pos, uint localID)
2939 { 3726 {
2940 SceneObjectPart part = GetPart(localID); 3727 SceneObjectPart part = GetPart(localID);
2941 3728
2942// SceneObjectPart[] parts = m_parts.GetArray();
2943// for (int i = 0; i < parts.Length; i++)
2944// parts[i].StoreUndoState();
2945
2946 if (part != null) 3729 if (part != null)
2947 { 3730 {
2948// m_log.DebugFormat( 3731// unlock parts position change
2949// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3732 if (m_rootPart.PhysActor != null)
2950 3733 m_rootPart.PhysActor.Building = true;
2951 part.StoreUndoState(false);
2952 part.IgnoreUndoUpdate = true;
2953 3734
2954 if (part.UUID == m_rootPart.UUID) 3735 if (part.UUID == m_rootPart.UUID)
2955 { 3736 {
@@ -2960,8 +3741,10 @@ namespace OpenSim.Region.Framework.Scenes
2960 part.UpdateOffSet(pos); 3741 part.UpdateOffSet(pos);
2961 } 3742 }
2962 3743
3744 if (m_rootPart.PhysActor != null)
3745 m_rootPart.PhysActor.Building = false;
3746
2963 HasGroupChanged = true; 3747 HasGroupChanged = true;
2964 part.IgnoreUndoUpdate = false;
2965 } 3748 }
2966 } 3749 }
2967 3750
@@ -2971,13 +3754,7 @@ namespace OpenSim.Region.Framework.Scenes
2971 /// <param name="pos"></param> 3754 /// <param name="pos"></param>
2972 public void UpdateRootPosition(Vector3 pos) 3755 public void UpdateRootPosition(Vector3 pos)
2973 { 3756 {
2974// m_log.DebugFormat( 3757 // needs to be called with phys building true
2975// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2976
2977// SceneObjectPart[] parts = m_parts.GetArray();
2978// for (int i = 0; i < parts.Length; i++)
2979// parts[i].StoreUndoState();
2980
2981 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3758 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2982 Vector3 oldPos = 3759 Vector3 oldPos =
2983 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3760 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3000,7 +3777,14 @@ namespace OpenSim.Region.Framework.Scenes
3000 AbsolutePosition = newPos; 3777 AbsolutePosition = newPos;
3001 3778
3002 HasGroupChanged = true; 3779 HasGroupChanged = true;
3003 ScheduleGroupForTerseUpdate(); 3780 if (m_rootPart.Undoing)
3781 {
3782 ScheduleGroupForFullUpdate();
3783 }
3784 else
3785 {
3786 ScheduleGroupForTerseUpdate();
3787 }
3004 } 3788 }
3005 3789
3006 #endregion 3790 #endregion
@@ -3013,24 +3797,16 @@ namespace OpenSim.Region.Framework.Scenes
3013 /// <param name="rot"></param> 3797 /// <param name="rot"></param>
3014 public void UpdateGroupRotationR(Quaternion rot) 3798 public void UpdateGroupRotationR(Quaternion rot)
3015 { 3799 {
3016// m_log.DebugFormat(
3017// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3018
3019// SceneObjectPart[] parts = m_parts.GetArray();
3020// for (int i = 0; i < parts.Length; i++)
3021// parts[i].StoreUndoState();
3022
3023 m_rootPart.StoreUndoState(true);
3024
3025 m_rootPart.UpdateRotation(rot); 3800 m_rootPart.UpdateRotation(rot);
3026 3801
3802/* this is done by rootpart RotationOffset set called by UpdateRotation
3027 PhysicsActor actor = m_rootPart.PhysActor; 3803 PhysicsActor actor = m_rootPart.PhysActor;
3028 if (actor != null) 3804 if (actor != null)
3029 { 3805 {
3030 actor.Orientation = m_rootPart.RotationOffset; 3806 actor.Orientation = m_rootPart.RotationOffset;
3031 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3807 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3032 } 3808 }
3033 3809*/
3034 HasGroupChanged = true; 3810 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3811 ScheduleGroupForTerseUpdate();
3036 } 3812 }
@@ -3042,16 +3818,6 @@ namespace OpenSim.Region.Framework.Scenes
3042 /// <param name="rot"></param> 3818 /// <param name="rot"></param>
3043 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3819 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3044 { 3820 {
3045// m_log.DebugFormat(
3046// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3047
3048// SceneObjectPart[] parts = m_parts.GetArray();
3049// for (int i = 0; i < parts.Length; i++)
3050// parts[i].StoreUndoState();
3051
3052 RootPart.StoreUndoState(true);
3053 RootPart.IgnoreUndoUpdate = true;
3054
3055 m_rootPart.UpdateRotation(rot); 3821 m_rootPart.UpdateRotation(rot);
3056 3822
3057 PhysicsActor actor = m_rootPart.PhysActor; 3823 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3070,8 +3836,6 @@ namespace OpenSim.Region.Framework.Scenes
3070 3836
3071 HasGroupChanged = true; 3837 HasGroupChanged = true;
3072 ScheduleGroupForTerseUpdate(); 3838 ScheduleGroupForTerseUpdate();
3073
3074 RootPart.IgnoreUndoUpdate = false;
3075 } 3839 }
3076 3840
3077 /// <summary> 3841 /// <summary>
@@ -3084,13 +3848,11 @@ namespace OpenSim.Region.Framework.Scenes
3084 SceneObjectPart part = GetPart(localID); 3848 SceneObjectPart part = GetPart(localID);
3085 3849
3086 SceneObjectPart[] parts = m_parts.GetArray(); 3850 SceneObjectPart[] parts = m_parts.GetArray();
3087 for (int i = 0; i < parts.Length; i++)
3088 parts[i].StoreUndoState();
3089 3851
3090 if (part != null) 3852 if (part != null)
3091 { 3853 {
3092// m_log.DebugFormat( 3854 if (m_rootPart.PhysActor != null)
3093// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3855 m_rootPart.PhysActor.Building = true;
3094 3856
3095 if (part.UUID == m_rootPart.UUID) 3857 if (part.UUID == m_rootPart.UUID)
3096 { 3858 {
@@ -3100,6 +3862,9 @@ namespace OpenSim.Region.Framework.Scenes
3100 { 3862 {
3101 part.UpdateRotation(rot); 3863 part.UpdateRotation(rot);
3102 } 3864 }
3865
3866 if (m_rootPart.PhysActor != null)
3867 m_rootPart.PhysActor.Building = false;
3103 } 3868 }
3104 } 3869 }
3105 3870
@@ -3113,12 +3878,8 @@ namespace OpenSim.Region.Framework.Scenes
3113 SceneObjectPart part = GetPart(localID); 3878 SceneObjectPart part = GetPart(localID);
3114 if (part != null) 3879 if (part != null)
3115 { 3880 {
3116// m_log.DebugFormat( 3881 if (m_rootPart.PhysActor != null)
3117// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3882 m_rootPart.PhysActor.Building = true;
3118// part.Name, part.LocalId, rot);
3119
3120 part.StoreUndoState();
3121 part.IgnoreUndoUpdate = true;
3122 3883
3123 if (part.UUID == m_rootPart.UUID) 3884 if (part.UUID == m_rootPart.UUID)
3124 { 3885 {
@@ -3131,7 +3892,8 @@ namespace OpenSim.Region.Framework.Scenes
3131 part.OffsetPosition = pos; 3892 part.OffsetPosition = pos;
3132 } 3893 }
3133 3894
3134 part.IgnoreUndoUpdate = false; 3895 if (m_rootPart.PhysActor != null)
3896 m_rootPart.PhysActor.Building = false;
3135 } 3897 }
3136 } 3898 }
3137 3899
@@ -3141,15 +3903,12 @@ namespace OpenSim.Region.Framework.Scenes
3141 /// <param name="rot"></param> 3903 /// <param name="rot"></param>
3142 public void UpdateRootRotation(Quaternion rot) 3904 public void UpdateRootRotation(Quaternion rot)
3143 { 3905 {
3144// m_log.DebugFormat( 3906 // needs to be called with phys building true
3145// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3146// Name, LocalId, rot);
3147
3148 Quaternion axRot = rot; 3907 Quaternion axRot = rot;
3149 Quaternion oldParentRot = m_rootPart.RotationOffset; 3908 Quaternion oldParentRot = m_rootPart.RotationOffset;
3150 3909
3151 m_rootPart.StoreUndoState(); 3910 //Don't use UpdateRotation because it schedules an update prematurely
3152 m_rootPart.UpdateRotation(rot); 3911 m_rootPart.RotationOffset = rot;
3153 3912
3154 PhysicsActor pa = m_rootPart.PhysActor; 3913 PhysicsActor pa = m_rootPart.PhysActor;
3155 3914
@@ -3165,35 +3924,145 @@ namespace OpenSim.Region.Framework.Scenes
3165 SceneObjectPart prim = parts[i]; 3924 SceneObjectPart prim = parts[i];
3166 if (prim.UUID != m_rootPart.UUID) 3925 if (prim.UUID != m_rootPart.UUID)
3167 { 3926 {
3168 prim.IgnoreUndoUpdate = true; 3927 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3928 NewRot = Quaternion.Inverse(axRot) * NewRot;
3929 prim.RotationOffset = NewRot;
3930
3169 Vector3 axPos = prim.OffsetPosition; 3931 Vector3 axPos = prim.OffsetPosition;
3932
3170 axPos *= oldParentRot; 3933 axPos *= oldParentRot;
3171 axPos *= Quaternion.Inverse(axRot); 3934 axPos *= Quaternion.Inverse(axRot);
3172 prim.OffsetPosition = axPos; 3935 prim.OffsetPosition = axPos;
3173 Quaternion primsRot = prim.RotationOffset;
3174 Quaternion newRot = oldParentRot * primsRot;
3175 newRot = Quaternion.Inverse(axRot) * newRot;
3176 prim.RotationOffset = newRot;
3177 prim.ScheduleTerseUpdate();
3178 prim.IgnoreUndoUpdate = false;
3179 } 3936 }
3180 } 3937 }
3181 3938
3182// for (int i = 0; i < parts.Length; i++) 3939 HasGroupChanged = true;
3183// { 3940 ScheduleGroupForFullUpdate();
3184// SceneObjectPart childpart = parts[i]; 3941 }
3185// if (childpart != m_rootPart) 3942
3186// { 3943 private enum updatetype :int
3187//// childpart.IgnoreUndoUpdate = false; 3944 {
3188//// childpart.StoreUndoState(); 3945 none = 0,
3189// } 3946 partterse = 1,
3190// } 3947 partfull = 2,
3948 groupterse = 3,
3949 groupfull = 4
3950 }
3191 3951
3192 m_rootPart.ScheduleTerseUpdate(); 3952 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3953 {
3954 // TODO this still as excessive *.Schedule*Update()s
3193 3955
3194// m_log.DebugFormat( 3956 if (part != null && part.ParentGroup != null)
3195// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3957 {
3196// Name, LocalId, rot); 3958 ObjectChangeType change = data.change;
3959 bool togroup = ((change & ObjectChangeType.Group) != 0);
3960 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3961
3962 SceneObjectGroup group = part.ParentGroup;
3963 PhysicsActor pha = group.RootPart.PhysActor;
3964
3965 updatetype updateType = updatetype.none;
3966
3967 if (togroup)
3968 {
3969 // related to group
3970 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3971 {
3972 if ((change & ObjectChangeType.Rotation) != 0)
3973 {
3974 group.RootPart.UpdateRotation(data.rotation);
3975 updateType = updatetype.none;
3976 }
3977 if ((change & ObjectChangeType.Position) != 0)
3978 {
3979 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3980 UpdateGroupPosition(data.position);
3981 updateType = updatetype.groupterse;
3982 }
3983 else
3984 // ugly rotation update of all parts
3985 {
3986 group.ResetChildPrimPhysicsPositions();
3987 }
3988
3989 }
3990 if ((change & ObjectChangeType.Scale) != 0)
3991 {
3992 if (pha != null)
3993 pha.Building = true;
3994
3995 group.GroupResize(data.scale);
3996 updateType = updatetype.none;
3997
3998 if (pha != null)
3999 pha.Building = false;
4000 }
4001 }
4002 else
4003 {
4004 // related to single prim in a link-set ( ie group)
4005 if (pha != null)
4006 pha.Building = true;
4007
4008 // root part is special
4009 // parts offset positions or rotations need to change also
4010
4011 if (part == group.RootPart)
4012 {
4013 if ((change & ObjectChangeType.Rotation) != 0)
4014 group.UpdateRootRotation(data.rotation);
4015 if ((change & ObjectChangeType.Position) != 0)
4016 group.UpdateRootPosition(data.position);
4017 if ((change & ObjectChangeType.Scale) != 0)
4018 part.Resize(data.scale);
4019 }
4020 else
4021 {
4022 if ((change & ObjectChangeType.Position) != 0)
4023 {
4024 part.OffsetPosition = data.position;
4025 updateType = updatetype.partterse;
4026 }
4027 if ((change & ObjectChangeType.Rotation) != 0)
4028 {
4029 part.UpdateRotation(data.rotation);
4030 updateType = updatetype.none;
4031 }
4032 if ((change & ObjectChangeType.Scale) != 0)
4033 {
4034 part.Resize(data.scale);
4035 updateType = updatetype.none;
4036 }
4037 }
4038
4039 if (pha != null)
4040 pha.Building = false;
4041 }
4042
4043 if (updateType != updatetype.none)
4044 {
4045 group.HasGroupChanged = true;
4046
4047 switch (updateType)
4048 {
4049 case updatetype.partterse:
4050 part.ScheduleTerseUpdate();
4051 break;
4052 case updatetype.partfull:
4053 part.ScheduleFullUpdate();
4054 break;
4055 case updatetype.groupterse:
4056 group.ScheduleGroupForTerseUpdate();
4057 break;
4058 case updatetype.groupfull:
4059 group.ScheduleGroupForFullUpdate();
4060 break;
4061 default:
4062 break;
4063 }
4064 }
4065 }
3197 } 4066 }
3198 4067
3199 #endregion 4068 #endregion
@@ -3292,10 +4161,11 @@ namespace OpenSim.Region.Framework.Scenes
3292 scriptPosTarget target = m_targets[idx]; 4161 scriptPosTarget target = m_targets[idx];
3293 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4162 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3294 { 4163 {
4164 at_target = true;
4165
3295 // trigger at_target 4166 // trigger at_target
3296 if (m_scriptListens_atTarget) 4167 if (m_scriptListens_atTarget)
3297 { 4168 {
3298 at_target = true;
3299 scriptPosTarget att = new scriptPosTarget(); 4169 scriptPosTarget att = new scriptPosTarget();
3300 att.targetPos = target.targetPos; 4170 att.targetPos = target.targetPos;
3301 att.tolerance = target.tolerance; 4171 att.tolerance = target.tolerance;
@@ -3413,11 +4283,50 @@ namespace OpenSim.Region.Framework.Scenes
3413 } 4283 }
3414 } 4284 }
3415 } 4285 }
3416 4286
4287 public Vector3 GetGeometricCenter()
4288 {
4289 // this is not real geometric center but a average of positions relative to root prim acording to
4290 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4291 // ignoring tortured prims details since sl also seems to ignore
4292 // so no real use in doing it on physics
4293
4294 Vector3 gc = Vector3.Zero;
4295
4296 int nparts = m_parts.Count;
4297 if (nparts <= 1)
4298 return gc;
4299
4300 SceneObjectPart[] parts = m_parts.GetArray();
4301 nparts = parts.Length; // just in case it changed
4302 if (nparts <= 1)
4303 return gc;
4304
4305 Quaternion parentRot = RootPart.RotationOffset;
4306 Vector3 pPos;
4307
4308 // average all parts positions
4309 for (int i = 0; i < nparts; i++)
4310 {
4311 // do it directly
4312 // gc += parts[i].GetWorldPosition();
4313 if (parts[i] != RootPart)
4314 {
4315 pPos = parts[i].OffsetPosition;
4316 gc += pPos;
4317 }
4318
4319 }
4320 gc /= nparts;
4321
4322 // relative to root:
4323// gc -= AbsolutePosition;
4324 return gc;
4325 }
4326
3417 public float GetMass() 4327 public float GetMass()
3418 { 4328 {
3419 float retmass = 0f; 4329 float retmass = 0f;
3420
3421 SceneObjectPart[] parts = m_parts.GetArray(); 4330 SceneObjectPart[] parts = m_parts.GetArray();
3422 for (int i = 0; i < parts.Length; i++) 4331 for (int i = 0; i < parts.Length; i++)
3423 retmass += parts[i].GetMass(); 4332 retmass += parts[i].GetMass();
@@ -3425,6 +4334,39 @@ namespace OpenSim.Region.Framework.Scenes
3425 return retmass; 4334 return retmass;
3426 } 4335 }
3427 4336
4337 // center of mass of full object
4338 public Vector3 GetCenterOfMass()
4339 {
4340 PhysicsActor pa = RootPart.PhysActor;
4341
4342 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4343 {
4344 // physics knows better about center of mass of physical prims
4345 Vector3 tmp = pa.CenterOfMass;
4346 return tmp;
4347 }
4348
4349 Vector3 Ptot = Vector3.Zero;
4350 float totmass = 0f;
4351 float m;
4352
4353 SceneObjectPart[] parts = m_parts.GetArray();
4354 for (int i = 0; i < parts.Length; i++)
4355 {
4356 m = parts[i].GetMass();
4357 Ptot += parts[i].GetPartCenterOfMass() * m;
4358 totmass += m;
4359 }
4360
4361 if (totmass == 0)
4362 totmass = 0;
4363 else
4364 totmass = 1 / totmass;
4365 Ptot *= totmass;
4366
4367 return Ptot;
4368 }
4369
3428 /// <summary> 4370 /// <summary>
3429 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4371 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3430 /// the physics engine can use it. 4372 /// the physics engine can use it.
@@ -3432,7 +4374,6 @@ namespace OpenSim.Region.Framework.Scenes
3432 /// <remarks> 4374 /// <remarks>
3433 /// When the physics engine has finished with it, the sculpt data is discarded to save memory. 4375 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
3434 /// </remarks> 4376 /// </remarks>
3435/*
3436 public void CheckSculptAndLoad() 4377 public void CheckSculptAndLoad()
3437 { 4378 {
3438 if (IsDeleted) 4379 if (IsDeleted)
@@ -3445,10 +4386,10 @@ namespace OpenSim.Region.Framework.Scenes
3445 4386
3446 SceneObjectPart[] parts = m_parts.GetArray(); 4387 SceneObjectPart[] parts = m_parts.GetArray();
3447 4388
3448 for (int i = 0; i < parts.Length; i++) 4389// for (int i = 0; i < parts.Length; i++)
3449 parts[i].CheckSculptAndLoad(); 4390// parts[i].CheckSculptAndLoad();
3450 } 4391 }
3451*/ 4392
3452 /// <summary> 4393 /// <summary>
3453 /// Set the user group to which this scene object belongs. 4394 /// Set the user group to which this scene object belongs.
3454 /// </summary> 4395 /// </summary>
@@ -3593,6 +4534,14 @@ namespace OpenSim.Region.Framework.Scenes
3593 FromItemID = uuid; 4534 FromItemID = uuid;
3594 } 4535 }
3595 4536
4537 public void ResetOwnerChangeFlag()
4538 {
4539 ForEachPart(delegate(SceneObjectPart part)
4540 {
4541 part.ResetOwnerChangeFlag();
4542 });
4543 }
4544
3596 #endregion 4545 #endregion
3597 } 4546 }
3598} 4547}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index da2c069..248679b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly List<UndoState> m_undo = new List<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly List<UndoState> m_redo = new List<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,14 +760,16 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
716 { 773 {
717 try 774 try
718 { 775 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 793 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -769,7 +816,22 @@ namespace OpenSim.Region.Framework.Scenes
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// 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 1340 /// 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
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,324 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586 cost = PhysActor.PhysicsCost;
1587 else
1588 cost = 0.1f;
1589
1590 if ((Flags & PrimFlags.Physics) != 0)
1591 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1592 return cost;
1593 }
1594 }
1595
1596 [XmlIgnore]
1597 public float StreamingCost
1598 {
1599 get
1600 {
1601 float cost;
1602 if (PhysActor != null)
1603 cost = PhysActor.StreamCost;
1604 else
1605 cost = 1.0f;
1606 return 1.0f;
1607 }
1608 }
1609
1610 [XmlIgnore]
1611 public float SimulationCost
1612 {
1613 get
1614 {
1615 // ignoring scripts. Don't like considering them for this
1616 if((Flags & PrimFlags.Physics) != 0)
1617 return 1.0f;
1618
1619 return 0.5f;
1620 }
1621 }
1622
1623 public byte PhysicsShapeType
1624 {
1625 get { return m_physicsShapeType; }
1626 set
1627 {
1628 byte oldv = m_physicsShapeType;
1629
1630 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1631 {
1632 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634 else
1635 m_physicsShapeType = value;
1636 }
1637 else
1638 m_physicsShapeType = DefaultPhysicsShapeType();
1639
1640 if (m_physicsShapeType != oldv && ParentGroup != null)
1641 {
1642 if (m_physicsShapeType == (byte)PhysShapeType.none)
1643 {
1644 if (PhysActor != null)
1645 {
1646 Velocity = new Vector3(0, 0, 0);
1647 Acceleration = new Vector3(0, 0, 0);
1648 if (ParentGroup.RootPart == this)
1649 AngularVelocity = new Vector3(0, 0, 0);
1650 ParentGroup.Scene.RemovePhysicalPrim(1);
1651 RemoveFromPhysics();
1652 }
1653 }
1654 else if (PhysActor == null)
1655 {
1656 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1657 UpdatePhysicsSubscribedEvents();
1658 }
1659 else
1660 {
1661 PhysActor.PhysicsShapeType = m_physicsShapeType;
1662// if (Shape.SculptEntry)
1663// CheckSculptAndLoad();
1664 }
1665
1666 if (ParentGroup != null)
1667 ParentGroup.HasGroupChanged = true;
1668 }
1669
1670 if (m_physicsShapeType != value)
1671 {
1672 UpdatePhysRequired = true;
1673 }
1674 }
1675 }
1676
1677 public float Density // in kg/m^3
1678 {
1679 get { return m_density; }
1680 set
1681 {
1682 if (value >=1 && value <= 22587.0)
1683 {
1684 m_density = value;
1685 UpdatePhysRequired = true;
1686 }
1687
1688 ScheduleFullUpdateIfNone();
1689
1690 if (ParentGroup != null)
1691 ParentGroup.HasGroupChanged = true;
1692 }
1693 }
1694
1695 public float GravityModifier
1696 {
1697 get { return m_gravitymod; }
1698 set
1699 {
1700 if( value >= -1 && value <=28.0f)
1701 {
1702 m_gravitymod = value;
1703 UpdatePhysRequired = true;
1704 }
1705
1706 ScheduleFullUpdateIfNone();
1707
1708 if (ParentGroup != null)
1709 ParentGroup.HasGroupChanged = true;
1710
1711 }
1712 }
1713
1714 public float Friction
1715 {
1716 get { return m_friction; }
1717 set
1718 {
1719 if (value >= 0 && value <= 255.0f)
1720 {
1721 m_friction = value;
1722 UpdatePhysRequired = true;
1723 }
1724
1725 ScheduleFullUpdateIfNone();
1726
1727 if (ParentGroup != null)
1728 ParentGroup.HasGroupChanged = true;
1729 }
1730 }
1731
1732 public float Bounciness
1733 {
1734 get { return m_bounce; }
1735 set
1736 {
1737 if (value >= 0 && value <= 1.0f)
1738 {
1739 m_bounce = value;
1740 UpdatePhysRequired = true;
1741 }
1742
1743 ScheduleFullUpdateIfNone();
1744
1745 if (ParentGroup != null)
1746 ParentGroup.HasGroupChanged = true;
1747 }
1748 }
1749
1750
1318 #endregion Public Properties with only Get 1751 #endregion Public Properties with only Get
1319 1752
1320 private uint ApplyMask(uint val, bool set, uint mask) 1753 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1893,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1893 }
1461 } 1894 }
1462 1895
1896 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1897 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1898 {
1899 if (ParentGroup == null || ParentGroup.IsDeleted)
1900 return;
1901
1902 if (ParentGroup.IsAttachment)
1903 return; // don't work on attachments (for now ??)
1904
1905 SceneObjectPart root = ParentGroup.RootPart;
1906
1907 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1908 return;
1909
1910 PhysicsActor pa = root.PhysActor;
1911
1912 if (pa == null || !pa.IsPhysical)
1913 return;
1914
1915 if (localGlobalTF)
1916 {
1917 pVel = pVel * GetWorldRotation();
1918 }
1919
1920 ParentGroup.Velocity = pVel;
1921 }
1922
1923 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1924 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1925 {
1926 if (ParentGroup == null || ParentGroup.IsDeleted)
1927 return;
1928
1929 if (ParentGroup.IsAttachment)
1930 return; // don't work on attachments (for now ??)
1931
1932 SceneObjectPart root = ParentGroup.RootPart;
1933
1934 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1935 return;
1936
1937 PhysicsActor pa = root.PhysActor;
1938
1939 if (pa == null || !pa.IsPhysical)
1940 return;
1941
1942 if (localGlobalTF)
1943 {
1944 pAngVel = pAngVel * GetWorldRotation();
1945 }
1946
1947 root.AngularVelocity = pAngVel;
1948 }
1949
1950
1463 /// <summary> 1951 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1952 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1953 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1968 impulse = newimpulse;
1481 } 1969 }
1482 1970
1483 ParentGroup.applyAngularImpulse(impulse); 1971 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1972 }
1485 1973
1486 /// <summary> 1974 /// <summary>
@@ -1490,20 +1978,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1978 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1979 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1980 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1981
1982 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1983 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1984 {
1495 Vector3 impulse = impulsei; 1985 Vector3 torque = torquei;
1496 1986
1497 if (localGlobalTF) 1987 if (localGlobalTF)
1498 { 1988 {
1989/*
1499 Quaternion grot = GetWorldRotation(); 1990 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1991 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1992 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1993 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1994 */
1995 torque *= GetWorldRotation();
1504 } 1996 }
1505 1997
1506 ParentGroup.setAngularImpulse(impulse); 1998 Torque = torque;
1507 } 1999 }
1508 2000
1509 /// <summary> 2001 /// <summary>
@@ -1511,17 +2003,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 2003 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 2004 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2005 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2006 /// <param name="building"></param>
2007
2008 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2009 {
2010 VolumeDetectActive = _VolumeDetectActive;
2011
1516 if (!ParentGroup.Scene.CollidablePrims) 2012 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2013 return;
1518 2014
1519// m_log.DebugFormat( 2015 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2016 return;
1521// Name, LocalId, UUID, m_physicalPrim); 2017
2018 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2019 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1522 2020
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2021 if (_VolumeDetectActive)
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2022 isPhantom = true;
1525 2023
1526 if (IsJoint()) 2024 if (IsJoint())
1527 { 2025 {
@@ -1529,22 +2027,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2027 }
1530 else 2028 else
1531 { 2029 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2030 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2031 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2032 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2033 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2034 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2035 }
2036 else
2037 PhysActor = null; // just to be sure
1548 } 2038 }
1549 } 2039 }
1550 2040
@@ -1596,6 +2086,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2086 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2087 dupe.m_rezzed = m_rezzed;
1598 2088
2089 dupe.m_UndoRedo = null;
2090 dupe.m_isSelected = false;
2091
2092 dupe.IgnoreUndoUpdate = false;
2093 dupe.Undoing = false;
2094
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2095 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2096 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2097
@@ -1611,6 +2107,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2107
1612 // Move afterwards ResetIDs as it clears the localID 2108 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2109 dupe.LocalId = localID;
2110
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2111 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2112 dupe.LastOwnerID = OwnerID;
1616 2113
@@ -1618,6 +2115,9 @@ namespace OpenSim.Region.Framework.Scenes
1618 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2115 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1619 dupe.Shape.ExtraParams = extraP; 2116 dupe.Shape.ExtraParams = extraP;
1620 2117
2118 // safeguard actual copy is done in sog.copy
2119 dupe.KeyframeMotion = null;
2120
1621 if (userExposed) 2121 if (userExposed)
1622 { 2122 {
1623/* 2123/*
@@ -1629,8 +2129,12 @@ namespace OpenSim.Region.Framework.Scenes
1629*/ 2129*/
1630 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2130 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1631 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2131 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2132// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1632 } 2133 }
1633 2134
2135 if (dupe.PhysActor != null)
2136 dupe.PhysActor.LocalID = localID;
2137
1634 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2138 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1635 2139
1636// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2140// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1649,10 +2153,10 @@ namespace OpenSim.Region.Framework.Scenes
1649 { 2153 {
1650 if (asset != null) 2154 if (asset != null)
1651 SculptTextureCallback(asset); 2155 SculptTextureCallback(asset);
1652 else 2156// else
1653 m_log.WarnFormat( 2157// m_log.WarnFormat(
1654 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2158// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1655 Name, UUID, id); 2159// Name, UUID, id);
1656 } 2160 }
1657*/ 2161*/
1658 /// <summary> 2162 /// <summary>
@@ -1751,6 +2255,7 @@ namespace OpenSim.Region.Framework.Scenes
1751 2255
1752 /// <summary> 2256 /// <summary>
1753 /// Do a physics propery update for this part. 2257 /// Do a physics propery update for this part.
2258 /// now also updates phantom and volume detector
1754 /// </summary> 2259 /// </summary>
1755 /// <param name="UsePhysics"></param> 2260 /// <param name="UsePhysics"></param>
1756 /// <param name="isNew"></param> 2261 /// <param name="isNew"></param>
@@ -1776,61 +2281,69 @@ namespace OpenSim.Region.Framework.Scenes
1776 { 2281 {
1777 if (pa.IsPhysical) // implies UsePhysics==false for this block 2282 if (pa.IsPhysical) // implies UsePhysics==false for this block
1778 { 2283 {
1779 if (!isNew) 2284 if (!isNew) // implies UsePhysics==false for this block
2285 {
1780 ParentGroup.Scene.RemovePhysicalPrim(1); 2286 ParentGroup.Scene.RemovePhysicalPrim(1);
1781 2287
1782 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2288 Velocity = new Vector3(0, 0, 0);
1783 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2289 Acceleration = new Vector3(0, 0, 0);
1784 pa.delink(); 2290 if (ParentGroup.RootPart == this)
2291 AngularVelocity = new Vector3(0, 0, 0);
1785 2292
1786 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2293 if (pa.Phantom && !VolumeDetectActive)
1787 { 2294 {
1788 // destroy all joints connected to this now deactivated body 2295 RemoveFromPhysics();
1789 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2296 return;
1790 } 2297 }
1791 2298
1792 // stop client-side interpolation of all joint proxy objects that have just been deleted 2299 pa.IsPhysical = UsePhysics;
1793 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2300 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1794 // which stops client-side interpolation of deactivated joint proxy objects. 2301 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2302 pa.delink();
2303 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2304 {
2305 // destroy all joints connected to this now deactivated body
2306 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2307 }
2308 }
1795 } 2309 }
1796 2310
1797 if (!UsePhysics && !isNew) 2311 if (pa.IsPhysical != UsePhysics)
1798 { 2312 pa.IsPhysical = UsePhysics;
1799 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1800 // prim still has velocity and continues to interpolate its position along the old
1801 // velocity-vector.
1802 Velocity = new Vector3(0, 0, 0);
1803 Acceleration = new Vector3(0, 0, 0);
1804 AngularVelocity = new Vector3(0, 0, 0);
1805 //RotationalVelocity = new Vector3(0, 0, 0);
1806 }
1807 2313
1808 pa.IsPhysical = UsePhysics; 2314 if (UsePhysics)
2315 {
2316 if (ParentGroup.RootPart.KeyframeMotion != null)
2317 ParentGroup.RootPart.KeyframeMotion.Stop();
2318 ParentGroup.RootPart.KeyframeMotion = null;
2319 ParentGroup.Scene.AddPhysicalPrim(1);
1809 2320
1810 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2321 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1811 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2322 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1812 /// that's not wholesome. Had to make Scene public
1813 //PhysActor = null;
1814 2323
1815 if ((Flags & PrimFlags.Phantom) == 0) 2324 if (ParentID != 0 && ParentID != LocalId)
1816 {
1817 if (UsePhysics)
1818 { 2325 {
1819 ParentGroup.Scene.AddPhysicalPrim(1); 2326 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1820 2327
1821 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2328 if (parentPa != null)
1822 pa.OnOutOfBounds += PhysicsOutOfBounds;
1823 if (ParentID != 0 && ParentID != LocalId)
1824 { 2329 {
1825 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2330 pa.link(parentPa);
1826
1827 if (parentPa != null)
1828 {
1829 pa.link(parentPa);
1830 }
1831 } 2331 }
1832 } 2332 }
1833 } 2333 }
2334 }
2335
2336 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2337 if (pa.Phantom != phan)
2338 pa.Phantom = phan;
2339
2340// some engines dont' have this check still
2341// if (VolumeDetectActive != pa.IsVolumeDtc)
2342 {
2343 if (VolumeDetectActive)
2344 pa.SetVolumeDetect(1);
2345 else
2346 pa.SetVolumeDetect(0);
1834 } 2347 }
1835 2348
1836 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2349 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1949,12 +2462,26 @@ namespace OpenSim.Region.Framework.Scenes
1949 2462
1950 public Vector3 GetGeometricCenter() 2463 public Vector3 GetGeometricCenter()
1951 { 2464 {
1952 PhysicsActor pa = PhysActor; 2465 // this is not real geometric center but a average of positions relative to root prim acording to
1953 2466 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1954 if (pa != null) 2467 // ignoring tortured prims details since sl also seems to ignore
1955 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2468 // so no real use in doing it on physics
1956 else 2469 if (ParentGroup.IsDeleted)
1957 return new Vector3(0, 0, 0); 2470 return new Vector3(0, 0, 0);
2471
2472 return ParentGroup.GetGeometricCenter();
2473
2474 /*
2475 PhysicsActor pa = PhysActor;
2476
2477 if (pa != null)
2478 {
2479 Vector3 vtmp = pa.CenterOfMass;
2480 return vtmp;
2481 }
2482 else
2483 return new Vector3(0, 0, 0);
2484 */
1958 } 2485 }
1959 2486
1960 public float GetMass() 2487 public float GetMass()
@@ -1967,14 +2494,43 @@ namespace OpenSim.Region.Framework.Scenes
1967 return 0; 2494 return 0;
1968 } 2495 }
1969 2496
1970 public Vector3 GetForce() 2497 public Vector3 GetCenterOfMass()
2498 {
2499 if (ParentGroup.RootPart == this)
2500 {
2501 if (ParentGroup.IsDeleted)
2502 return AbsolutePosition;
2503 return ParentGroup.GetCenterOfMass();
2504 }
2505
2506 PhysicsActor pa = PhysActor;
2507
2508 if (pa != null)
2509 {
2510 Vector3 tmp = pa.CenterOfMass;
2511 return tmp;
2512 }
2513 else
2514 return AbsolutePosition;
2515 }
2516
2517 public Vector3 GetPartCenterOfMass()
1971 { 2518 {
1972 PhysicsActor pa = PhysActor; 2519 PhysicsActor pa = PhysActor;
1973 2520
1974 if (pa != null) 2521 if (pa != null)
1975 return pa.Force; 2522 {
2523 Vector3 tmp = pa.CenterOfMass;
2524 return tmp;
2525 }
1976 else 2526 else
1977 return Vector3.Zero; 2527 return AbsolutePosition;
2528 }
2529
2530
2531 public Vector3 GetForce()
2532 {
2533 return Force;
1978 } 2534 }
1979 2535
1980 /// <summary> 2536 /// <summary>
@@ -2189,15 +2745,25 @@ namespace OpenSim.Region.Framework.Scenes
2189 2745
2190 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2746 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2191 { 2747 {
2192 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2748 bool sendToRoot = true;
2193 {
2194 ColliderArgs LandCollidingMessage = new ColliderArgs();
2195 List<DetectedObject> colliding = new List<DetectedObject>();
2196
2197 colliding.Add(CreateDetObjectForGround());
2198 LandCollidingMessage.Colliders = colliding;
2199 2749
2750 ColliderArgs LandCollidingMessage = new ColliderArgs();
2751 List<DetectedObject> colliding = new List<DetectedObject>();
2752
2753 colliding.Add(CreateDetObjectForGround());
2754 LandCollidingMessage.Colliders = colliding;
2755
2756 if (Inventory.ContainsScripts())
2757 {
2758 if (!PassCollisions)
2759 sendToRoot = false;
2760 }
2761 if ((ScriptEvents & ev) != 0)
2200 notify(LocalId, LandCollidingMessage); 2762 notify(LocalId, LandCollidingMessage);
2763
2764 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2765 {
2766 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2201 } 2767 }
2202 } 2768 }
2203 2769
@@ -2213,45 +2779,87 @@ namespace OpenSim.Region.Framework.Scenes
2213 List<uint> endedColliders = new List<uint>(); 2779 List<uint> endedColliders = new List<uint>();
2214 List<uint> startedColliders = new List<uint>(); 2780 List<uint> startedColliders = new List<uint>();
2215 2781
2216 // calculate things that started colliding this time 2782 if (collissionswith.Count == 0)
2217 // and build up list of colliders this time
2218 foreach (uint localid in collissionswith.Keys)
2219 { 2783 {
2220 thisHitColliders.Add(localid); 2784 if (m_lastColliders.Count == 0)
2221 if (!m_lastColliders.Contains(localid)) 2785 return; // nothing to do
2222 startedColliders.Add(localid);
2223 }
2224 2786
2225 // calculate things that ended colliding 2787 foreach (uint localID in m_lastColliders)
2226 foreach (uint localID in m_lastColliders) 2788 {
2227 {
2228 if (!thisHitColliders.Contains(localID))
2229 endedColliders.Add(localID); 2789 endedColliders.Add(localID);
2790 }
2791 m_lastColliders.Clear();
2230 } 2792 }
2231 2793
2232 //add the items that started colliding this time to the last colliders list. 2794 else
2233 foreach (uint localID in startedColliders) 2795 {
2234 m_lastColliders.Add(localID); 2796 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2797
2798 // calculate things that started colliding this time
2799 // and build up list of colliders this time
2800 if (!VolumeDetectActive && CollisionSoundType >= 0)
2801 {
2802 CollisionForSoundInfo soundinfo;
2803 ContactPoint curcontact;
2804
2805 foreach (uint id in collissionswith.Keys)
2806 {
2807 thisHitColliders.Add(id);
2808 if (!m_lastColliders.Contains(id))
2809 {
2810 startedColliders.Add(id);
2811
2812 curcontact = collissionswith[id];
2813 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2814 {
2815 soundinfo = new CollisionForSoundInfo();
2816 soundinfo.colliderID = id;
2817 soundinfo.position = curcontact.Position;
2818 soundinfo.relativeVel = curcontact.RelativeSpeed;
2819 soundinfolist.Add(soundinfo);
2820 }
2821 }
2822 }
2823 }
2824 else
2825 {
2826 foreach (uint id in collissionswith.Keys)
2827 {
2828 thisHitColliders.Add(id);
2829 if (!m_lastColliders.Contains(id))
2830 startedColliders.Add(id);
2831 }
2832 }
2833
2834 // calculate things that ended colliding
2835 foreach (uint localID in m_lastColliders)
2836 {
2837 if (!thisHitColliders.Contains(localID))
2838 endedColliders.Add(localID);
2839 }
2840
2841 //add the items that started colliding this time to the last colliders list.
2842 foreach (uint localID in startedColliders)
2843 m_lastColliders.Add(localID);
2235 2844
2236 // remove things that ended colliding from the last colliders list 2845 // remove things that ended colliding from the last colliders list
2237 foreach (uint localID in endedColliders) 2846 foreach (uint localID in endedColliders)
2238 m_lastColliders.Remove(localID); 2847 m_lastColliders.Remove(localID);
2239 2848
2240 // play the sound. 2849 // play sounds.
2241 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2850 if (soundinfolist.Count > 0)
2242 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2851 CollisionSounds.PartCollisionSound(this, soundinfolist);
2852 }
2243 2853
2244 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2854 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2245 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2855 if (!VolumeDetectActive)
2856 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2246 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2857 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2247 2858
2248 if (startedColliders.Contains(0)) 2859 if (startedColliders.Contains(0))
2249 { 2860 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2250 if (m_lastColliders.Contains(0)) 2861 if (m_lastColliders.Contains(0))
2251 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2862 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2252 else
2253 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2254 }
2255 if (endedColliders.Contains(0)) 2863 if (endedColliders.Contains(0))
2256 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2257 } 2865 }
@@ -2274,9 +2882,9 @@ namespace OpenSim.Region.Framework.Scenes
2274 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2882 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2275 2883
2276 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2884 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2277 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2885 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2278 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2886 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2279 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2887 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2280 { 2888 {
2281 ParentGroup.AbsolutePosition = newpos; 2889 ParentGroup.AbsolutePosition = newpos;
2282 return; 2890 return;
@@ -2298,17 +2906,18 @@ namespace OpenSim.Region.Framework.Scenes
2298 //Trys to fetch sound id from prim's inventory. 2906 //Trys to fetch sound id from prim's inventory.
2299 //Prim's inventory doesn't support non script items yet 2907 //Prim's inventory doesn't support non script items yet
2300 2908
2301 lock (TaskInventory) 2909 TaskInventory.LockItemsForRead(true);
2910
2911 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2302 { 2912 {
2303 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2913 if (item.Value.Name == sound)
2304 { 2914 {
2305 if (item.Value.Name == sound) 2915 soundID = item.Value.ItemID;
2306 { 2916 break;
2307 soundID = item.Value.ItemID;
2308 break;
2309 }
2310 } 2917 }
2311 } 2918 }
2919
2920 TaskInventory.LockItemsForRead(false);
2312 } 2921 }
2313 2922
2314 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2923 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2434,6 +3043,19 @@ namespace OpenSim.Region.Framework.Scenes
2434 APIDTarget = Quaternion.Identity; 3043 APIDTarget = Quaternion.Identity;
2435 } 3044 }
2436 3045
3046
3047
3048 public void ScheduleFullUpdateIfNone()
3049 {
3050 if (ParentGroup == null)
3051 return;
3052
3053// ??? ParentGroup.HasGroupChanged = true;
3054
3055 if (UpdateFlag != UpdateRequired.FULL)
3056 ScheduleFullUpdate();
3057 }
3058
2437 /// <summary> 3059 /// <summary>
2438 /// Schedules this prim for a full update 3060 /// Schedules this prim for a full update
2439 /// </summary> 3061 /// </summary>
@@ -2637,8 +3259,8 @@ namespace OpenSim.Region.Framework.Scenes
2637 { 3259 {
2638 const float ROTATION_TOLERANCE = 0.01f; 3260 const float ROTATION_TOLERANCE = 0.01f;
2639 const float VELOCITY_TOLERANCE = 0.001f; 3261 const float VELOCITY_TOLERANCE = 0.001f;
2640 const float POSITION_TOLERANCE = 0.05f; 3262 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2641 const int TIME_MS_TOLERANCE = 3000; 3263 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2642 3264
2643 switch (UpdateFlag) 3265 switch (UpdateFlag)
2644 { 3266 {
@@ -2700,17 +3322,16 @@ namespace OpenSim.Region.Framework.Scenes
2700 if (!UUID.TryParse(sound, out soundID)) 3322 if (!UUID.TryParse(sound, out soundID))
2701 { 3323 {
2702 // search sound file from inventory 3324 // search sound file from inventory
2703 lock (TaskInventory) 3325 TaskInventory.LockItemsForRead(true);
3326 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2704 { 3327 {
2705 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3328 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2706 { 3329 {
2707 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3330 soundID = item.Value.ItemID;
2708 { 3331 break;
2709 soundID = item.Value.ItemID;
2710 break;
2711 }
2712 } 3332 }
2713 } 3333 }
3334 TaskInventory.LockItemsForRead(false);
2714 } 3335 }
2715 3336
2716 if (soundID == UUID.Zero) 3337 if (soundID == UUID.Zero)
@@ -2767,11 +3388,43 @@ namespace OpenSim.Region.Framework.Scenes
2767 } 3388 }
2768 } 3389 }
2769 3390
3391 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3392 {
3393 if (soundID == UUID.Zero)
3394 return;
3395
3396 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3397 if (soundModule == null)
3398 return;
3399
3400 if (volume > 1)
3401 volume = 1;
3402 if (volume < 0)
3403 volume = 0;
3404
3405 int now = Util.EnvironmentTickCount();
3406 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3407 return;
3408
3409 LastColSoundSentTime = now;
3410
3411 UUID ownerID = OwnerID;
3412 UUID objectID = ParentGroup.RootPart.UUID;
3413 UUID parentID = ParentGroup.UUID;
3414 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3415
3416 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3417 }
3418
3419
2770 /// <summary> 3420 /// <summary>
2771 /// Send a terse update to all clients 3421 /// Send a terse update to all clients
2772 /// </summary> 3422 /// </summary>
2773 public void SendTerseUpdateToAllClients() 3423 public void SendTerseUpdateToAllClients()
2774 { 3424 {
3425 if (ParentGroup == null || ParentGroup.Scene == null)
3426 return;
3427
2775 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3428 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2776 { 3429 {
2777 SendTerseUpdateToClient(client); 3430 SendTerseUpdateToClient(client);
@@ -2795,10 +3448,13 @@ namespace OpenSim.Region.Framework.Scenes
2795 3448
2796 public void SetBuoyancy(float fvalue) 3449 public void SetBuoyancy(float fvalue)
2797 { 3450 {
2798 PhysicsActor pa = PhysActor; 3451 Buoyancy = fvalue;
2799 3452/*
2800 if (pa != null) 3453 if (PhysActor != null)
2801 pa.Buoyancy = fvalue; 3454 {
3455 PhysActor.Buoyancy = fvalue;
3456 }
3457 */
2802 } 3458 }
2803 3459
2804 public void SetDieAtEdge(bool p) 3460 public void SetDieAtEdge(bool p)
@@ -2814,47 +3470,111 @@ namespace OpenSim.Region.Framework.Scenes
2814 PhysicsActor pa = PhysActor; 3470 PhysicsActor pa = PhysActor;
2815 3471
2816 if (pa != null) 3472 if (pa != null)
2817 pa.FloatOnWater = floatYN == 1; 3473 pa.FloatOnWater = (floatYN == 1);
2818 } 3474 }
2819 3475
2820 public void SetForce(Vector3 force) 3476 public void SetForce(Vector3 force)
2821 { 3477 {
2822 PhysicsActor pa = PhysActor; 3478 Force = force;
3479 }
2823 3480
2824 if (pa != null) 3481 public SOPVehicle VehicleParams
2825 pa.Force = force; 3482 {
3483 get
3484 {
3485 return m_vehicleParams;
3486 }
3487 set
3488 {
3489 m_vehicleParams = value;
3490 }
3491 }
3492
3493
3494 public int VehicleType
3495 {
3496 get
3497 {
3498 if (m_vehicleParams == null)
3499 return (int)Vehicle.TYPE_NONE;
3500 else
3501 return (int)m_vehicleParams.Type;
3502 }
3503 set
3504 {
3505 SetVehicleType(value);
3506 }
2826 } 3507 }
2827 3508
2828 public void SetVehicleType(int type) 3509 public void SetVehicleType(int type)
2829 { 3510 {
2830 PhysicsActor pa = PhysActor; 3511 m_vehicleParams = null;
3512
3513 if (type == (int)Vehicle.TYPE_NONE)
3514 {
3515 if (_parentID ==0 && PhysActor != null)
3516 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3517 return;
3518 }
3519 m_vehicleParams = new SOPVehicle();
3520 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3521 {
3522 if (_parentID ==0 && PhysActor != null)
3523 PhysActor.VehicleType = type;
3524 return;
3525 }
3526 }
2831 3527
2832 if (pa != null) 3528 public void SetVehicleFlags(int param, bool remove)
2833 pa.VehicleType = type; 3529 {
3530 if (m_vehicleParams == null)
3531 return;
3532
3533 m_vehicleParams.ProcessVehicleFlags(param, remove);
3534
3535 if (_parentID ==0 && PhysActor != null)
3536 {
3537 PhysActor.VehicleFlags(param, remove);
3538 }
2834 } 3539 }
2835 3540
2836 public void SetVehicleFloatParam(int param, float value) 3541 public void SetVehicleFloatParam(int param, float value)
2837 { 3542 {
2838 PhysicsActor pa = PhysActor; 3543 if (m_vehicleParams == null)
3544 return;
2839 3545
2840 if (pa != null) 3546 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2841 pa.VehicleFloatParam(param, value); 3547
3548 if (_parentID == 0 && PhysActor != null)
3549 {
3550 PhysActor.VehicleFloatParam(param, value);
3551 }
2842 } 3552 }
2843 3553
2844 public void SetVehicleVectorParam(int param, Vector3 value) 3554 public void SetVehicleVectorParam(int param, Vector3 value)
2845 { 3555 {
2846 PhysicsActor pa = PhysActor; 3556 if (m_vehicleParams == null)
3557 return;
2847 3558
2848 if (pa != null) 3559 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2849 pa.VehicleVectorParam(param, value); 3560
3561 if (_parentID == 0 && PhysActor != null)
3562 {
3563 PhysActor.VehicleVectorParam(param, value);
3564 }
2850 } 3565 }
2851 3566
2852 public void SetVehicleRotationParam(int param, Quaternion rotation) 3567 public void SetVehicleRotationParam(int param, Quaternion rotation)
2853 { 3568 {
2854 PhysicsActor pa = PhysActor; 3569 if (m_vehicleParams == null)
3570 return;
2855 3571
2856 if (pa != null) 3572 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2857 pa.VehicleRotationParam(param, rotation); 3573
3574 if (_parentID == 0 && PhysActor != null)
3575 {
3576 PhysActor.VehicleRotationParam(param, rotation);
3577 }
2858 } 3578 }
2859 3579
2860 /// <summary> 3580 /// <summary>
@@ -3055,14 +3775,6 @@ namespace OpenSim.Region.Framework.Scenes
3055 hasProfileCut = hasDimple; // is it the same thing? 3775 hasProfileCut = hasDimple; // is it the same thing?
3056 } 3776 }
3057 3777
3058 public void SetVehicleFlags(int param, bool remove)
3059 {
3060 PhysicsActor pa = PhysActor;
3061
3062 if (pa != null)
3063 pa.VehicleFlags(param, remove);
3064 }
3065
3066 public void SetGroup(UUID groupID, IClientAPI client) 3778 public void SetGroup(UUID groupID, IClientAPI client)
3067 { 3779 {
3068 // Scene.AddNewPrims() calls with client == null so can't use this. 3780 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3166,67 +3878,16 @@ namespace OpenSim.Region.Framework.Scenes
3166 //ParentGroup.ScheduleGroupForFullUpdate(); 3878 //ParentGroup.ScheduleGroupForFullUpdate();
3167 } 3879 }
3168 3880
3169 public void StoreUndoState() 3881 public void StoreUndoState(ObjectChangeType change)
3170 {
3171 StoreUndoState(false);
3172 }
3173
3174 public void StoreUndoState(bool forGroup)
3175 { 3882 {
3176 if (ParentGroup == null || ParentGroup.Scene == null) 3883 if (m_UndoRedo == null)
3177 return; 3884 m_UndoRedo = new UndoRedoState(5);
3178 3885
3179 if (Undoing) 3886 lock (m_UndoRedo)
3180 { 3887 {
3181// m_log.DebugFormat( 3888 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3182// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3183 return;
3184 }
3185
3186 if (IgnoreUndoUpdate)
3187 {
3188// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3189 return;
3190 }
3191
3192 lock (m_undo)
3193 {
3194 if (m_undo.Count > 0)
3195 {
3196 UndoState last = m_undo[m_undo.Count - 1];
3197 if (last != null)
3198 {
3199 // TODO: May need to fix for group comparison
3200 if (last.Compare(this))
3201 {
3202// m_log.DebugFormat(
3203// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3204// Name, LocalId, m_undo.Count);
3205
3206 return;
3207 }
3208 }
3209 }
3210
3211// m_log.DebugFormat(
3212// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3213// Name, LocalId, forGroup, m_undo.Count);
3214
3215 if (ParentGroup.Scene.MaxUndoCount > 0)
3216 { 3889 {
3217 UndoState nUndo = new UndoState(this, forGroup); 3890 m_UndoRedo.StoreUndo(this, change);
3218
3219 m_undo.Add(nUndo);
3220
3221 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3222 m_undo.RemoveAt(0);
3223
3224 if (m_redo.Count > 0)
3225 m_redo.Clear();
3226
3227// m_log.DebugFormat(
3228// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3229// Name, LocalId, forGroup, m_undo.Count);
3230 } 3891 }
3231 } 3892 }
3232 } 3893 }
@@ -3238,88 +3899,46 @@ namespace OpenSim.Region.Framework.Scenes
3238 { 3899 {
3239 get 3900 get
3240 { 3901 {
3241 lock (m_undo) 3902 if (m_UndoRedo == null)
3242 return m_undo.Count; 3903 return 0;
3904 return m_UndoRedo.Count;
3243 } 3905 }
3244 } 3906 }
3245 3907
3246 public void Undo() 3908 public void Undo()
3247 { 3909 {
3248 lock (m_undo) 3910 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3249 { 3911 return;
3250// m_log.DebugFormat(
3251// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3252// Name, LocalId, m_undo.Count);
3253
3254 if (m_undo.Count > 0)
3255 {
3256 UndoState goback = m_undo[m_undo.Count - 1];
3257 m_undo.RemoveAt(m_undo.Count - 1);
3258
3259 UndoState nUndo = null;
3260
3261 if (ParentGroup.Scene.MaxUndoCount > 0)
3262 {
3263 nUndo = new UndoState(this, goback.ForGroup);
3264 }
3265
3266 goback.PlaybackState(this);
3267
3268 if (nUndo != null)
3269 {
3270 m_redo.Add(nUndo);
3271
3272 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3273 m_redo.RemoveAt(0);
3274 }
3275 }
3276 3912
3277// m_log.DebugFormat( 3913 lock (m_UndoRedo)
3278// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3914 {
3279// Name, LocalId, m_undo.Count); 3915 Undoing = true;
3916 m_UndoRedo.Undo(this);
3917 Undoing = false;
3280 } 3918 }
3281 } 3919 }
3282 3920
3283 public void Redo() 3921 public void Redo()
3284 { 3922 {
3285 lock (m_undo) 3923 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3286 { 3924 return;
3287// m_log.DebugFormat(
3288// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3289// Name, LocalId, m_redo.Count);
3290
3291 if (m_redo.Count > 0)
3292 {
3293 UndoState gofwd = m_redo[m_redo.Count - 1];
3294 m_redo.RemoveAt(m_redo.Count - 1);
3295
3296 if (ParentGroup.Scene.MaxUndoCount > 0)
3297 {
3298 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3299
3300 m_undo.Add(nUndo);
3301
3302 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3303 m_undo.RemoveAt(0);
3304 }
3305
3306 gofwd.PlayfwdState(this);
3307 3925
3308// m_log.DebugFormat( 3926 lock (m_UndoRedo)
3309// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3927 {
3310// Name, LocalId, m_redo.Count); 3928 Undoing = true;
3311 } 3929 m_UndoRedo.Redo(this);
3930 Undoing = false;
3312 } 3931 }
3313 } 3932 }
3314 3933
3315 public void ClearUndoState() 3934 public void ClearUndoState()
3316 { 3935 {
3317// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3936 if (m_UndoRedo == null || Undoing)
3937 return;
3318 3938
3319 lock (m_undo) 3939 lock (m_UndoRedo)
3320 { 3940 {
3321 m_undo.Clear(); 3941 m_UndoRedo.Clear();
3322 m_redo.Clear();
3323 } 3942 }
3324 } 3943 }
3325 3944
@@ -3869,7 +4488,7 @@ namespace OpenSim.Region.Framework.Scenes
3869 if (god) 4488 if (god)
3870 { 4489 {
3871 BaseMask = ApplyMask(BaseMask, set, mask); 4490 BaseMask = ApplyMask(BaseMask, set, mask);
3872 Inventory.ApplyGodPermissions(_baseMask); 4491 Inventory.ApplyGodPermissions(BaseMask);
3873 } 4492 }
3874 4493
3875 break; 4494 break;
@@ -3888,7 +4507,7 @@ namespace OpenSim.Region.Framework.Scenes
3888 case 16: 4507 case 16:
3889 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4508 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3890 baseMask; 4509 baseMask;
3891 // Prevent the client from creating no mod, no copy 4510 // Prevent the client from creating no copy, no transfer
3892 // objects 4511 // objects
3893 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4512 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3894 NextOwnerMask |= (uint)PermissionMask.Transfer; 4513 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3906,20 +4525,20 @@ namespace OpenSim.Region.Framework.Scenes
3906 { 4525 {
3907 bool update = false; 4526 bool update = false;
3908 4527
3909 if (BaseMask != source.BaseMask || 4528 uint prevOwnerMask = OwnerMask;
3910 OwnerMask != source.OwnerMask || 4529 uint prevGroupMask = GroupMask;
3911 GroupMask != source.GroupMask || 4530 uint prevEveryoneMask = EveryoneMask;
3912 EveryoneMask != source.EveryoneMask || 4531 uint prevNextOwnerMask = NextOwnerMask;
3913 NextOwnerMask != source.NextOwnerMask)
3914 update = true;
3915 4532
3916 BaseMask = source.BaseMask; 4533 OwnerMask = source.OwnerMask & BaseMask;
3917 OwnerMask = source.OwnerMask; 4534 GroupMask = source.GroupMask & BaseMask;
3918 GroupMask = source.GroupMask; 4535 EveryoneMask = source.EveryoneMask & BaseMask;
3919 EveryoneMask = source.EveryoneMask; 4536 NextOwnerMask = source.NextOwnerMask & BaseMask;
3920 NextOwnerMask = source.NextOwnerMask;
3921 4537
3922 if (update) 4538 if (OwnerMask != prevOwnerMask ||
4539 GroupMask != prevGroupMask ||
4540 EveryoneMask != prevEveryoneMask ||
4541 NextOwnerMask != prevNextOwnerMask)
3923 SendFullUpdateToAllClients(); 4542 SendFullUpdateToAllClients();
3924 } 4543 }
3925 4544
@@ -3970,6 +4589,27 @@ namespace OpenSim.Region.Framework.Scenes
3970 } 4589 }
3971 } 4590 }
3972 4591
4592
4593 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4594 {
4595 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4596 return;
4597
4598 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4599 {
4600 PhysicsShapeType = (byte)physdata.PhysShapeType;
4601
4602 }
4603
4604 if(Density != physdata.Density)
4605 Density = physdata.Density;
4606 if(GravityModifier != physdata.GravitationModifier)
4607 GravityModifier = physdata.GravitationModifier;
4608 if(Friction != physdata.Friction)
4609 Friction = physdata.Friction;
4610 if(Bounciness != physdata.Bounce)
4611 Bounciness = physdata.Bounce;
4612 }
3973 /// <summary> 4613 /// <summary>
3974 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4614 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3975 /// </summary> 4615 /// </summary>
@@ -3977,7 +4617,7 @@ namespace OpenSim.Region.Framework.Scenes
3977 /// <param name="SetTemporary"></param> 4617 /// <param name="SetTemporary"></param>
3978 /// <param name="SetPhantom"></param> 4618 /// <param name="SetPhantom"></param>
3979 /// <param name="SetVD"></param> 4619 /// <param name="SetVD"></param>
3980 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4620 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3981 { 4621 {
3982 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4622 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3983 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4623 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3987,213 +4627,230 @@ namespace OpenSim.Region.Framework.Scenes
3987 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4627 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3988 return; 4628 return;
3989 4629
3990 PhysicsActor pa = PhysActor; 4630 VolumeDetectActive = SetVD;
3991
3992 // Special cases for VD. VD can only be called from a script
3993 // and can't be combined with changes to other states. So we can rely
3994 // that...
3995 // ... if VD is changed, all others are not.
3996 // ... if one of the others is changed, VD is not.
3997 if (SetVD) // VD is active, special logic applies
3998 {
3999 // State machine logic for VolumeDetect
4000 // More logic below
4001 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4002
4003 if (phanReset) // Phantom changes from on to off switch VD off too
4004 {
4005 SetVD = false; // Switch it of for the course of this routine
4006 VolumeDetectActive = false; // and also permanently
4007
4008 if (pa != null)
4009 pa.SetVolumeDetect(0); // Let physics know about it too
4010 }
4011 else
4012 {
4013 // If volumedetect is active we don't want phantom to be applied.
4014 // If this is a new call to VD out of the state "phantom"
4015 // this will also cause the prim to be visible to physics
4016 SetPhantom = false;
4017 }
4018 }
4019 4631
4020 if (UsePhysics && IsJoint()) 4632 // volume detector implies phantom
4021 { 4633 if (VolumeDetectActive)
4022 SetPhantom = true; 4634 SetPhantom = true;
4023 }
4024 4635
4025 if (UsePhysics) 4636 if (UsePhysics)
4026 {
4027 AddFlag(PrimFlags.Physics); 4637 AddFlag(PrimFlags.Physics);
4028 if (!wasUsingPhysics)
4029 {
4030 DoPhysicsPropertyUpdate(UsePhysics, false);
4031 }
4032 }
4033 else 4638 else
4034 {
4035 RemFlag(PrimFlags.Physics); 4639 RemFlag(PrimFlags.Physics);
4036 if (wasUsingPhysics)
4037 {
4038 DoPhysicsPropertyUpdate(UsePhysics, false);
4039 }
4040 }
4041 4640
4042 if (SetPhantom 4641 if (SetPhantom)
4043 || ParentGroup.IsAttachment
4044 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4045 {
4046 AddFlag(PrimFlags.Phantom); 4642 AddFlag(PrimFlags.Phantom);
4047 4643 else
4048 if (PhysActor != null)
4049 {
4050 RemoveFromPhysics();
4051 pa = null;
4052 }
4053 }
4054 else // Not phantom
4055 {
4056 RemFlag(PrimFlags.Phantom); 4644 RemFlag(PrimFlags.Phantom);
4057 4645
4058 if (ParentGroup.Scene == null) 4646 if (SetTemporary)
4059 return; 4647 AddFlag(PrimFlags.TemporaryOnRez);
4648 else
4649 RemFlag(PrimFlags.TemporaryOnRez);
4060 4650
4061 if (ParentGroup.Scene.CollidablePrims && pa == null)
4062 {
4063 pa = AddToPhysics(UsePhysics);
4064 4651
4065 if (pa != null) 4652 if (ParentGroup.Scene == null)
4066 { 4653 return;
4067 pa.SetMaterial(Material); 4654
4068 DoPhysicsPropertyUpdate(UsePhysics, true); 4655 PhysicsActor pa = PhysActor;
4069
4070 if (
4071 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4072 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4073 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4074 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4075 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4076 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4077 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4078 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4079 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4080 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4081 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4082 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4083 (CollisionSound != UUID.Zero)
4084 )
4085 {
4086 pa.OnCollisionUpdate += PhysicsCollision;
4087 pa.SubscribeEvents(1000);
4088 }
4089 }
4090 }
4091 else // it already has a physical representation
4092 {
4093 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4094 }
4095 }
4096 4656
4097 if (SetVD) 4657 if (pa != null && building && pa.Building != building)
4658 pa.Building = building;
4659
4660 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4661 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4098 { 4662 {
4099 // If the above logic worked (this is urgent candidate to unit tests!)
4100 // we now have a physicsactor.
4101 // Defensive programming calls for a check here.
4102 // Better would be throwing an exception that could be catched by a unit test as the internal
4103 // logic should make sure, this Physactor is always here.
4104 if (pa != null) 4663 if (pa != null)
4105 { 4664 {
4106 pa.SetVolumeDetect(1); 4665 if(wasUsingPhysics)
4107 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4666 ParentGroup.Scene.RemovePhysicalPrim(1);
4108 VolumeDetectActive = true; 4667 RemoveFromPhysics();
4109 } 4668 }
4669
4670 Velocity = new Vector3(0, 0, 0);
4671 Acceleration = new Vector3(0, 0, 0);
4672 if (ParentGroup.RootPart == this)
4673 AngularVelocity = new Vector3(0, 0, 0);
4110 } 4674 }
4111 else 4675 else
4112 { 4676 {
4113 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4677 if (ParentGroup.Scene.CollidablePrims)
4114 // (mumbles, well, at least if you have infinte CPU powers :-)) 4678 {
4115 if (pa != null) 4679 if (pa == null)
4116 pa.SetVolumeDetect(0); 4680 {
4681 AddToPhysics(UsePhysics, SetPhantom, building, false);
4682 pa = PhysActor;
4683/*
4684 if (pa != null)
4685 {
4686 if (
4687// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4688// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4689// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4690// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4691// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4692// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4693 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4694 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4695 (CollisionSound != UUID.Zero)
4696 )
4697 {
4698 pa.OnCollisionUpdate += PhysicsCollision;
4699 pa.SubscribeEvents(1000);
4700 }
4701 }
4702*/
4703 }
4704 else // it already has a physical representation
4705 {
4706 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4707/* moved into DoPhysicsPropertyUpdate
4708 if(VolumeDetectActive)
4709 pa.SetVolumeDetect(1);
4710 else
4711 pa.SetVolumeDetect(0);
4712*/
4117 4713
4118 VolumeDetectActive = false; 4714 if (pa.Building != building)
4119 } 4715 pa.Building = building;
4716 }
4120 4717
4121 if (SetTemporary) 4718 UpdatePhysicsSubscribedEvents();
4122 { 4719 }
4123 AddFlag(PrimFlags.TemporaryOnRez); 4720 }
4124 }
4125 else
4126 {
4127 RemFlag(PrimFlags.TemporaryOnRez);
4128 }
4129 4721
4130 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4722 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4131 4723
4724 // and last in case we have a new actor and not building
4725
4132 if (ParentGroup != null) 4726 if (ParentGroup != null)
4133 { 4727 {
4134 ParentGroup.HasGroupChanged = true; 4728 ParentGroup.HasGroupChanged = true;
4135 ScheduleFullUpdate(); 4729 ScheduleFullUpdate();
4136 } 4730 }
4137 4731
4138// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4732// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4139 } 4733 }
4140 4734
4141 /// <summary> 4735 /// <summary>
4142 /// Adds this part to the physics scene. 4736 /// Adds this part to the physics scene.
4737 /// and sets the PhysActor property
4143 /// </summary> 4738 /// </summary>
4144 /// <remarks>This method also sets the PhysActor property.</remarks> 4739 /// <param name="isPhysical">Add this prim as physical.</param>
4145 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4740 /// <param name="isPhantom">Add this prim as phantom.</param>
4146 /// <returns> 4741 /// <param name="building">tells physics to delay full construction of object</param>
4147 /// The physics actor. null if there was a failure. 4742 /// <param name="applyDynamics">applies velocities, force and torque</param>
4148 /// </returns> 4743 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4149 private PhysicsActor AddToPhysics(bool rigidBody) 4744 {
4150 {
4151 PhysicsActor pa; 4745 PhysicsActor pa;
4152 4746
4747 Vector3 velocity = Velocity;
4748 Vector3 rotationalVelocity = AngularVelocity;;
4749
4153 try 4750 try
4154 { 4751 {
4155 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4752 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4156 string.Format("{0}/{1}", Name, UUID), 4753 string.Format("{0}/{1}", Name, UUID),
4157 Shape, 4754 Shape,
4158 AbsolutePosition, 4755 AbsolutePosition,
4159 Scale, 4756 Scale,
4160 RotationOffset, 4757 GetWorldRotation(),
4161 rigidBody, 4758 isPhysical,
4162 m_localId); 4759 isPhantom,
4760 PhysicsShapeType,
4761 m_localId);
4163 } 4762 }
4164 catch 4763 catch (Exception ex)
4165 { 4764 {
4166 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4765 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4167 pa = null; 4766 pa = null;
4168 } 4767 }
4169 4768
4170 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4171 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4172 // being set.
4173 PhysActor = pa;
4174
4175 // Basic Physics can also return null as well as an exception catch.
4176 if (pa != null) 4769 if (pa != null)
4177 { 4770 {
4178 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4771 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4179 pa.SetMaterial(Material); 4772 pa.SetMaterial(Material);
4180 DoPhysicsPropertyUpdate(rigidBody, true); 4773
4774 if (VolumeDetectActive) // change if not the default only
4775 pa.SetVolumeDetect(1);
4776
4777 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4778 m_vehicleParams.SetVehicle(pa);
4779
4780 // we are going to tell rest of code about physics so better have this here
4781 PhysActor = pa;
4782
4783 // DoPhysicsPropertyUpdate(isPhysical, true);
4784 // lets expand it here just with what it really needs to do
4785
4786 if (isPhysical)
4787 {
4788 if (ParentGroup.RootPart.KeyframeMotion != null)
4789 ParentGroup.RootPart.KeyframeMotion.Stop();
4790 ParentGroup.RootPart.KeyframeMotion = null;
4791 ParentGroup.Scene.AddPhysicalPrim(1);
4792
4793 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4794 pa.OnOutOfBounds += PhysicsOutOfBounds;
4795
4796 if (ParentID != 0 && ParentID != LocalId)
4797 {
4798 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4799
4800 if (parentPa != null)
4801 {
4802 pa.link(parentPa);
4803 }
4804 }
4805 }
4806
4807 if (applyDynamics)
4808 // do independent of isphysical so parameters get setted (at least some)
4809 {
4810 Velocity = velocity;
4811 AngularVelocity = rotationalVelocity;
4812// pa.Velocity = velocity;
4813 pa.RotationalVelocity = rotationalVelocity;
4814
4815 // if not vehicle and root part apply force and torque
4816 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4817 && LocalId == ParentGroup.RootPart.LocalId)
4818 {
4819 pa.Force = Force;
4820 pa.Torque = Torque;
4821 }
4822 }
4823
4824// if (Shape.SculptEntry)
4825// CheckSculptAndLoad();
4826// else
4827 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4828
4829 if (!building)
4830 pa.Building = false;
4181 } 4831 }
4182 4832
4183 return pa; 4833 PhysActor = pa;
4184 } 4834 }
4185 4835
4186 /// <summary> 4836 /// <summary>
4187 /// This removes the part from the physics scene. 4837 /// This removes the part from the physics scene.
4188 /// </summary> 4838 /// </summary>
4189 /// <remarks> 4839 /// <remarks>
4190 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4840 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4191 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4841 /// representation for collision detection.
4192 /// phantom.
4193 /// </remarks> 4842 /// </remarks>
4194 public void RemoveFromPhysics() 4843 public void RemoveFromPhysics()
4195 { 4844 {
4196 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4845 PhysicsActor pa = PhysActor;
4846 if (pa != null)
4847 {
4848 pa.OnCollisionUpdate -= PhysicsCollision;
4849 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4850 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4851
4852 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4853 }
4197 PhysActor = null; 4854 PhysActor = null;
4198 } 4855 }
4199 4856
@@ -4325,6 +4982,8 @@ namespace OpenSim.Region.Framework.Scenes
4325 { 4982 {
4326// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4983// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4327 4984
4985 return;
4986
4328 if (ParentGroup.IsDeleted) 4987 if (ParentGroup.IsDeleted)
4329 return; 4988 return;
4330 4989
@@ -4405,6 +5064,44 @@ namespace OpenSim.Region.Framework.Scenes
4405 ScheduleFullUpdate(); 5064 ScheduleFullUpdate();
4406 } 5065 }
4407 5066
5067
5068 private void UpdatePhysicsSubscribedEvents()
5069 {
5070 PhysicsActor pa = PhysActor;
5071 if (pa == null)
5072 return;
5073
5074 pa.OnCollisionUpdate -= PhysicsCollision;
5075
5076 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5077
5078 scriptEvents CombinedEvents = AggregateScriptEvents;
5079
5080 // merge with root part
5081 if (ParentGroup != null && ParentGroup.RootPart != null)
5082 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5083
5084 // submit to this part case
5085 if (VolumeDetectActive)
5086 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5087 else if ((Flags & PrimFlags.Phantom) != 0)
5088 CombinedEvents &= PhyscicsPhantonSubsEvents;
5089 else
5090 CombinedEvents &= PhysicsNeededSubsEvents;
5091
5092 if (hassound || CombinedEvents != 0)
5093 {
5094 // subscribe to physics updates.
5095 pa.OnCollisionUpdate += PhysicsCollision;
5096 pa.SubscribeEvents(50); // 20 reports per second
5097 }
5098 else
5099 {
5100 pa.UnSubscribeEvents();
5101 }
5102 }
5103
5104
4408 public void aggregateScriptEvents() 5105 public void aggregateScriptEvents()
4409 { 5106 {
4410 if (ParentGroup == null || ParentGroup.RootPart == null) 5107 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4441,40 +5138,32 @@ namespace OpenSim.Region.Framework.Scenes
4441 { 5138 {
4442 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5139 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4443 } 5140 }
4444 5141/*
4445 PhysicsActor pa = PhysActor; 5142 PhysicsActor pa = PhysActor;
4446 5143 if (pa != null)
4447 if (
4448 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4449 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4450 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4451 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4452 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4453 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4454 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4455 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4456 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4457 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4458 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4459 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4460 (CollisionSound != UUID.Zero)
4461 )
4462 { 5144 {
4463 // subscribe to physics updates. 5145 if (
4464 if (pa != null) 5146// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5147// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5148// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5149// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5150// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5151// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5152 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5153 )
4465 { 5154 {
5155 // subscribe to physics updates.
4466 pa.OnCollisionUpdate += PhysicsCollision; 5156 pa.OnCollisionUpdate += PhysicsCollision;
4467 pa.SubscribeEvents(1000); 5157 pa.SubscribeEvents(1000);
4468 } 5158 }
4469 } 5159 else
4470 else
4471 {
4472 if (pa != null)
4473 { 5160 {
4474 pa.UnSubscribeEvents(); 5161 pa.UnSubscribeEvents();
4475 pa.OnCollisionUpdate -= PhysicsCollision; 5162 pa.OnCollisionUpdate -= PhysicsCollision;
4476 } 5163 }
4477 } 5164 }
5165 */
5166 UpdatePhysicsSubscribedEvents();
4478 5167
4479 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5168 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4480 //{ 5169 //{
@@ -4584,6 +5273,7 @@ namespace OpenSim.Region.Framework.Scenes
4584 } 5273 }
4585 5274
4586 Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations); 5275 Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations);
5276 rot.Normalize();
4587 UpdateRotation(rot); 5277 UpdateRotation(rot);
4588 5278
4589 m_APIDIterations--; 5279 m_APIDIterations--;
@@ -4604,6 +5294,18 @@ namespace OpenSim.Region.Framework.Scenes
4604 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5294 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4605 } 5295 }
4606 5296
5297 public void ResetOwnerChangeFlag()
5298 {
5299 List<UUID> inv = Inventory.GetInventoryList();
5300
5301 foreach (UUID itemID in inv)
5302 {
5303 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5304 item.OwnerChanged = false;
5305 Inventory.UpdateInventoryItem(item, false, false);
5306 }
5307 }
5308
4607 /// <summary> 5309 /// <summary>
4608 /// Record an avatar sitting on this part. 5310 /// Record an avatar sitting on this part.
4609 /// </summary> 5311 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index bdb0446..f41e329 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -133,38 +138,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 138 public void ResetInventoryIDs()
134 { 139 {
135 if (null == m_part) 140 if (null == m_part)
136 return; 141 m_items.LockItemsForWrite(true);
137 142
138 lock (m_items) 143 if (Items.Count == 0)
139 { 144 {
140 if (0 == m_items.Count) 145 m_items.LockItemsForWrite(false);
141 return; 146 return;
147 }
142 148
143 IList<TaskInventoryItem> items = GetInventoryItems(); 149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 150 Items.Clear();
145 151
146 foreach (TaskInventoryItem item in items) 152 foreach (TaskInventoryItem item in items)
147 { 153 {
148 item.ResetIDs(m_part.UUID); 154 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 155 Items.Add(item.ItemID, item);
150 }
151 } 156 }
157 m_items.LockItemsForWrite(false);
152 } 158 }
153 159
154 public void ResetObjectID() 160 public void ResetObjectID()
155 { 161 {
156 lock (Items) 162 m_items.LockItemsForWrite(true);
163
164 if (Items.Count == 0)
157 { 165 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 166 m_items.LockItemsForWrite(false);
159 Items.Clear(); 167 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 } 168 }
169
170 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
171 Items.Clear();
172
173 foreach (TaskInventoryItem item in items)
174 {
175 item.ParentPartID = m_part.UUID;
176 item.ParentID = m_part.UUID;
177 Items.Add(item.ItemID, item);
178 }
179 m_items.LockItemsForWrite(false);
168 } 180 }
169 181
170 /// <summary> 182 /// <summary>
@@ -173,17 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 185 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 186 public void ChangeInventoryOwner(UUID ownerId)
175 { 187 {
176 lock (Items) 188 List<TaskInventoryItem> items = GetInventoryItems();
177 {
178 if (0 == Items.Count)
179 {
180 return;
181 }
182 }
183 189
190 if (items.Count == 0)
191 return;
192
193 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 194 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 195 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 196 foreach (TaskInventoryItem item in items)
188 { 197 {
189 if (ownerId != item.OwnerID) 198 if (ownerId != item.OwnerID)
@@ -194,6 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 203 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 204 item.OwnerChanged = true;
196 } 205 }
206 m_items.LockItemsForWrite(false);
197 } 207 }
198 208
199 /// <summary> 209 /// <summary>
@@ -202,12 +212,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 212 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 213 public void ChangeInventoryGroup(UUID groupID)
204 { 214 {
205 lock (Items) 215 m_items.LockItemsForWrite(true);
216 if (0 == Items.Count)
206 { 217 {
207 if (0 == Items.Count) 218 m_items.LockItemsForWrite(false);
208 { 219 return;
209 return;
210 }
211 } 220 }
212 221
213 // Don't let this set the HasGroupChanged flag for attachments 222 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +228,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 228 m_part.ParentGroup.HasGroupChanged = true;
220 } 229 }
221 230
222 List<TaskInventoryItem> items = GetInventoryItems(); 231 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 232 foreach (TaskInventoryItem item in items)
224 { 233 {
225 if (groupID != item.GroupID) 234 if (groupID != item.GroupID)
235 {
226 item.GroupID = groupID; 236 item.GroupID = groupID;
237 }
227 } 238 }
239 m_items.LockItemsForWrite(false);
228 } 240 }
229 241
230 private void QueryScriptStates() 242 private void QueryScriptStates()
@@ -236,25 +248,25 @@ namespace OpenSim.Region.Framework.Scenes
236 if (engines == null) // No engine at all 248 if (engines == null) // No engine at all
237 return; 249 return;
238 250
239 lock (Items) 251 Items.LockItemsForRead(true);
252 foreach (TaskInventoryItem item in Items.Values)
240 { 253 {
241 foreach (TaskInventoryItem item in Items.Values) 254 if (item.InvType == (int)InventoryType.LSL)
242 { 255 {
243 if (item.InvType == (int)InventoryType.LSL) 256 foreach (IScriptModule e in engines)
244 { 257 {
245 foreach (IScriptModule e in engines) 258 bool running;
246 {
247 bool running;
248 259
249 if (e.HasScript(item.ItemID, out running)) 260 if (e.HasScript(item.ItemID, out running))
250 { 261 {
251 item.ScriptRunning = running; 262 item.ScriptRunning = running;
252 break; 263 break;
253 }
254 } 264 }
255 } 265 }
256 } 266 }
257 } 267 }
268
269 Items.LockItemsForRead(false);
258 } 270 }
259 271
260 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 272 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
@@ -299,7 +311,10 @@ namespace OpenSim.Region.Framework.Scenes
299 { 311 {
300 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 312 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
301 foreach (TaskInventoryItem item in scripts) 313 foreach (TaskInventoryItem item in scripts)
314 {
302 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 315 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
316 m_part.RemoveScriptEvents(item.ItemID);
317 }
303 } 318 }
304 319
305 /// <summary> 320 /// <summary>
@@ -321,7 +336,10 @@ namespace OpenSim.Region.Framework.Scenes
321// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 336// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
322 337
323 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 338 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
339 {
340 StoreScriptError(item.ItemID, "no permission");
324 return false; 341 return false;
342 }
325 343
326 m_part.AddFlag(PrimFlags.Scripted); 344 m_part.AddFlag(PrimFlags.Scripted);
327 345
@@ -331,14 +349,13 @@ namespace OpenSim.Region.Framework.Scenes
331 if (stateSource == 2 && // Prim crossing 349 if (stateSource == 2 && // Prim crossing
332 m_part.ParentGroup.Scene.m_trustBinaries) 350 m_part.ParentGroup.Scene.m_trustBinaries)
333 { 351 {
334 lock (m_items) 352 m_items.LockItemsForWrite(true);
335 { 353 m_items[item.ItemID].PermsMask = 0;
336 m_items[item.ItemID].PermsMask = 0; 354 m_items[item.ItemID].PermsGranter = UUID.Zero;
337 m_items[item.ItemID].PermsGranter = UUID.Zero; 355 m_items.LockItemsForWrite(false);
338 }
339
340 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 356 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
341 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 357 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
358 StoreScriptErrors(item.ItemID, null);
342 m_part.ParentGroup.AddActiveScriptCount(1); 359 m_part.ParentGroup.AddActiveScriptCount(1);
343 m_part.ScheduleFullUpdate(); 360 m_part.ScheduleFullUpdate();
344 return true; 361 return true;
@@ -347,6 +364,8 @@ namespace OpenSim.Region.Framework.Scenes
347 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 364 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
348 if (null == asset) 365 if (null == asset)
349 { 366 {
367 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
368 StoreScriptError(item.ItemID, msg);
350 m_log.ErrorFormat( 369 m_log.ErrorFormat(
351 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 370 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
352 item.Name, item.ItemID, m_part.AbsolutePosition, 371 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -359,16 +378,18 @@ namespace OpenSim.Region.Framework.Scenes
359 if (m_part.ParentGroup.m_savedScriptState != null) 378 if (m_part.ParentGroup.m_savedScriptState != null)
360 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 379 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
361 380
362 lock (m_items) 381 m_items.LockItemsForWrite(true);
363 { 382
364 m_items[item.ItemID].OldItemID = item.OldItemID; 383 m_items[item.ItemID].OldItemID = item.OldItemID;
365 m_items[item.ItemID].PermsMask = 0; 384 m_items[item.ItemID].PermsMask = 0;
366 m_items[item.ItemID].PermsGranter = UUID.Zero; 385 m_items[item.ItemID].PermsGranter = UUID.Zero;
367 }
368 386
387 m_items.LockItemsForWrite(false);
388
369 string script = Utils.BytesToString(asset.Data); 389 string script = Utils.BytesToString(asset.Data);
370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 390 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 391 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
392 StoreScriptErrors(item.ItemID, null);
372 if (!item.ScriptRunning) 393 if (!item.ScriptRunning)
373 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 394 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
374 m_part.LocalId, item.ItemID); 395 m_part.LocalId, item.ItemID);
@@ -441,22 +462,149 @@ namespace OpenSim.Region.Framework.Scenes
441 return stateID; 462 return stateID;
442 } 463 }
443 464
465 /// <summary>
466 /// Start a script which is in this prim's inventory.
467 /// Some processing may occur in the background, but this routine returns asap.
468 /// </summary>
469 /// <param name="itemId">
470 /// A <see cref="UUID"/>
471 /// </param>
444 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 472 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
445 { 473 {
446 TaskInventoryItem item = GetInventoryItem(itemId); 474 lock (m_scriptErrors)
447 if (item != null) 475 {
476 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
477 m_scriptErrors.Remove(itemId);
478 }
479 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
480 return true;
481 }
482
483 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
484 {
485 m_items.LockItemsForRead(true);
486 if (m_items.ContainsKey(itemId))
448 { 487 {
449 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 488 if (m_items.ContainsKey(itemId))
489 {
490 m_items.LockItemsForRead(false);
491 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
492 }
493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
497 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
498 StoreScriptError(itemId, msg);
499 m_log.ErrorFormat(
500 "[PRIM INVENTORY]: " +
501 "Couldn't start script with ID {0} since it {1}", itemId, msg);
502 }
450 } 503 }
451 else 504 else
452 { 505 {
506 m_items.LockItemsForRead(false);
507 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
508 StoreScriptError(itemId, msg);
453 m_log.ErrorFormat( 509 m_log.ErrorFormat(
454 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 510 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
455 itemId, m_part.Name, m_part.UUID, 511 itemId, m_part.Name, m_part.UUID,
456 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 512 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
513 }
514
515 }
457 516
458 return false; 517 /// <summary>
518 /// Start a script which is in this prim's inventory and return any compilation error messages.
519 /// </summary>
520 /// <param name="itemId">
521 /// A <see cref="UUID"/>
522 /// </param>
523 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
524 {
525 ArrayList errors;
526
527 // Indicate to CreateScriptInstanceInternal() we want it to
528 // post any compilation/loading error messages
529 lock (m_scriptErrors)
530 {
531 m_scriptErrors[itemId] = null;
459 } 532 }
533
534 // Perform compilation/loading
535 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
536
537 // Wait for and retrieve any errors
538 lock (m_scriptErrors)
539 {
540 while ((errors = m_scriptErrors[itemId]) == null)
541 {
542 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
543 {
544 m_log.ErrorFormat(
545 "[PRIM INVENTORY]: " +
546 "timedout waiting for script {0} errors", itemId);
547 errors = m_scriptErrors[itemId];
548 if (errors == null)
549 {
550 errors = new ArrayList(1);
551 errors.Add("timedout waiting for errors");
552 }
553 break;
554 }
555 }
556 m_scriptErrors.Remove(itemId);
557 }
558 return errors;
559 }
560
561 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
562 private void StoreScriptErrors(UUID itemId, ArrayList errors)
563 {
564 lock (m_scriptErrors)
565 {
566 // If compilation/loading initiated via CreateScriptInstance(),
567 // it does not want the errors, so just get out
568 if (!m_scriptErrors.ContainsKey(itemId))
569 {
570 return;
571 }
572
573 // Initiated via CreateScriptInstanceEr(), if we know what the
574 // errors are, save them and wake CreateScriptInstanceEr().
575 if (errors != null)
576 {
577 m_scriptErrors[itemId] = errors;
578 System.Threading.Monitor.PulseAll(m_scriptErrors);
579 return;
580 }
581 }
582
583 // Initiated via CreateScriptInstanceEr() but we don't know what
584 // the errors are yet, so retrieve them from the script engine.
585 // This may involve some waiting internal to GetScriptErrors().
586 errors = GetScriptErrors(itemId);
587
588 // Get a default non-null value to indicate success.
589 if (errors == null)
590 {
591 errors = new ArrayList();
592 }
593
594 // Post to CreateScriptInstanceEr() and wake it up
595 lock (m_scriptErrors)
596 {
597 m_scriptErrors[itemId] = errors;
598 System.Threading.Monitor.PulseAll(m_scriptErrors);
599 }
600 }
601
602 // Like StoreScriptErrors(), but just posts a single string message
603 private void StoreScriptError(UUID itemId, string message)
604 {
605 ArrayList errors = new ArrayList(1);
606 errors.Add(message);
607 StoreScriptErrors(itemId, errors);
460 } 608 }
461 609
462 /// <summary> 610 /// <summary>
@@ -469,15 +617,7 @@ namespace OpenSim.Region.Framework.Scenes
469 /// </param> 617 /// </param>
470 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 618 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
471 { 619 {
472 bool scriptPresent = false; 620 if (m_items.ContainsKey(itemId))
473
474 lock (m_items)
475 {
476 if (m_items.ContainsKey(itemId))
477 scriptPresent = true;
478 }
479
480 if (scriptPresent)
481 { 621 {
482 if (!sceneObjectBeingDeleted) 622 if (!sceneObjectBeingDeleted)
483 m_part.RemoveScriptEvents(itemId); 623 m_part.RemoveScriptEvents(itemId);
@@ -547,14 +687,16 @@ namespace OpenSim.Region.Framework.Scenes
547 /// <returns></returns> 687 /// <returns></returns>
548 private bool InventoryContainsName(string name) 688 private bool InventoryContainsName(string name)
549 { 689 {
550 lock (m_items) 690 m_items.LockItemsForRead(true);
691 foreach (TaskInventoryItem item in m_items.Values)
551 { 692 {
552 foreach (TaskInventoryItem item in m_items.Values) 693 if (item.Name == name)
553 { 694 {
554 if (item.Name == name) 695 m_items.LockItemsForRead(false);
555 return true; 696 return true;
556 } 697 }
557 } 698 }
699 m_items.LockItemsForRead(false);
558 return false; 700 return false;
559 } 701 }
560 702
@@ -596,8 +738,9 @@ namespace OpenSim.Region.Framework.Scenes
596 /// <param name="item"></param> 738 /// <param name="item"></param>
597 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 739 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
598 { 740 {
599 List<TaskInventoryItem> il = GetInventoryItems(); 741 m_items.LockItemsForRead(true);
600 742 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
743 m_items.LockItemsForRead(false);
601 foreach (TaskInventoryItem i in il) 744 foreach (TaskInventoryItem i in il)
602 { 745 {
603 if (i.Name == item.Name) 746 if (i.Name == item.Name)
@@ -635,14 +778,14 @@ namespace OpenSim.Region.Framework.Scenes
635 item.Name = name; 778 item.Name = name;
636 item.GroupID = m_part.GroupID; 779 item.GroupID = m_part.GroupID;
637 780
638 lock (m_items) 781 m_items.LockItemsForWrite(true);
639 m_items.Add(item.ItemID, item); 782 m_items.Add(item.ItemID, item);
640 783 m_items.LockItemsForWrite(false);
641 if (allowedDrop) 784 if (allowedDrop)
642 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 785 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
643 else 786 else
644 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 787 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
645 788
646 m_inventorySerial++; 789 m_inventorySerial++;
647 //m_inventorySerial += 2; 790 //m_inventorySerial += 2;
648 HasInventoryChanged = true; 791 HasInventoryChanged = true;
@@ -658,15 +801,15 @@ namespace OpenSim.Region.Framework.Scenes
658 /// <param name="items"></param> 801 /// <param name="items"></param>
659 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 802 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
660 { 803 {
661 lock (m_items) 804 m_items.LockItemsForWrite(true);
805 foreach (TaskInventoryItem item in items)
662 { 806 {
663 foreach (TaskInventoryItem item in items) 807 m_items.Add(item.ItemID, item);
664 { 808// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
665 m_items.Add(item.ItemID, item);
666// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
667 }
668 m_inventorySerial++;
669 } 809 }
810 m_items.LockItemsForWrite(false);
811
812 m_inventorySerial++;
670 } 813 }
671 814
672 /// <summary> 815 /// <summary>
@@ -677,23 +820,24 @@ namespace OpenSim.Region.Framework.Scenes
677 public TaskInventoryItem GetInventoryItem(UUID itemId) 820 public TaskInventoryItem GetInventoryItem(UUID itemId)
678 { 821 {
679 TaskInventoryItem item; 822 TaskInventoryItem item;
680 823 m_items.LockItemsForRead(true);
681 lock (m_items) 824 m_items.TryGetValue(itemId, out item);
682 m_items.TryGetValue(itemId, out item); 825 m_items.LockItemsForRead(false);
683
684 return item; 826 return item;
685 } 827 }
686 828
687 public TaskInventoryItem GetInventoryItem(string name) 829 public TaskInventoryItem GetInventoryItem(string name)
688 { 830 {
689 lock (m_items) 831 m_items.LockItemsForRead(true);
832 foreach (TaskInventoryItem item in m_items.Values)
690 { 833 {
691 foreach (TaskInventoryItem item in m_items.Values) 834 if (item.Name == name)
692 { 835 {
693 if (item.Name == name) 836 m_items.LockItemsForRead(false);
694 return item; 837 return item;
695 } 838 }
696 } 839 }
840 m_items.LockItemsForRead(false);
697 841
698 return null; 842 return null;
699 } 843 }
@@ -702,15 +846,16 @@ namespace OpenSim.Region.Framework.Scenes
702 { 846 {
703 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 847 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
704 848
705 lock (m_items) 849 m_items.LockItemsForRead(true);
850
851 foreach (TaskInventoryItem item in m_items.Values)
706 { 852 {
707 foreach (TaskInventoryItem item in m_items.Values) 853 if (item.Name == name)
708 { 854 items.Add(item);
709 if (item.Name == name)
710 items.Add(item);
711 }
712 } 855 }
713 856
857 m_items.LockItemsForRead(false);
858
714 return items; 859 return items;
715 } 860 }
716 861
@@ -729,6 +874,10 @@ namespace OpenSim.Region.Framework.Scenes
729 string xmlData = Utils.BytesToString(rezAsset.Data); 874 string xmlData = Utils.BytesToString(rezAsset.Data);
730 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 875 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
731 876
877 group.RootPart.AttachPoint = group.RootPart.Shape.State;
878 group.RootPart.AttachOffset = group.AbsolutePosition;
879 group.RootPart.AttachRotation = group.GroupRotation;
880
732 group.ResetIDs(); 881 group.ResetIDs();
733 882
734 SceneObjectPart rootPart = group.GetPart(group.UUID); 883 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -803,8 +952,9 @@ namespace OpenSim.Region.Framework.Scenes
803 952
804 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 953 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
805 { 954 {
806 TaskInventoryItem it = GetInventoryItem(item.ItemID); 955 m_items.LockItemsForWrite(true);
807 if (it != null) 956
957 if (m_items.ContainsKey(item.ItemID))
808 { 958 {
809// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 959// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
810 960
@@ -817,14 +967,10 @@ namespace OpenSim.Region.Framework.Scenes
817 item.GroupID = m_part.GroupID; 967 item.GroupID = m_part.GroupID;
818 968
819 if (item.AssetID == UUID.Zero) 969 if (item.AssetID == UUID.Zero)
820 item.AssetID = it.AssetID; 970 item.AssetID = m_items[item.ItemID].AssetID;
821 971
822 lock (m_items) 972 m_items[item.ItemID] = item;
823 { 973 m_inventorySerial++;
824 m_items[item.ItemID] = item;
825 m_inventorySerial++;
826 }
827
828 if (fireScriptEvents) 974 if (fireScriptEvents)
829 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 975 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
830 976
@@ -833,7 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
833 HasInventoryChanged = true; 979 HasInventoryChanged = true;
834 m_part.ParentGroup.HasGroupChanged = true; 980 m_part.ParentGroup.HasGroupChanged = true;
835 } 981 }
836 982 m_items.LockItemsForWrite(false);
837 return true; 983 return true;
838 } 984 }
839 else 985 else
@@ -844,8 +990,9 @@ namespace OpenSim.Region.Framework.Scenes
844 item.ItemID, m_part.Name, m_part.UUID, 990 item.ItemID, m_part.Name, m_part.UUID,
845 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 991 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
846 } 992 }
847 return false; 993 m_items.LockItemsForWrite(false);
848 994
995 return false;
849 } 996 }
850 997
851 /// <summary> 998 /// <summary>
@@ -856,43 +1003,59 @@ namespace OpenSim.Region.Framework.Scenes
856 /// in this prim's inventory.</returns> 1003 /// in this prim's inventory.</returns>
857 public int RemoveInventoryItem(UUID itemID) 1004 public int RemoveInventoryItem(UUID itemID)
858 { 1005 {
859 TaskInventoryItem item = GetInventoryItem(itemID); 1006 m_items.LockItemsForRead(true);
860 if (item != null) 1007
1008 if (m_items.ContainsKey(itemID))
861 { 1009 {
862 int type = m_items[itemID].InvType; 1010 int type = m_items[itemID].InvType;
1011 m_items.LockItemsForRead(false);
863 if (type == 10) // Script 1012 if (type == 10) // Script
864 { 1013 {
865 m_part.RemoveScriptEvents(itemID);
866 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1014 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
867 } 1015 }
1016 m_items.LockItemsForWrite(true);
868 m_items.Remove(itemID); 1017 m_items.Remove(itemID);
1018 m_items.LockItemsForWrite(false);
869 m_inventorySerial++; 1019 m_inventorySerial++;
870 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1020 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
871 1021
872 HasInventoryChanged = true; 1022 HasInventoryChanged = true;
873 m_part.ParentGroup.HasGroupChanged = true; 1023 m_part.ParentGroup.HasGroupChanged = true;
874 1024
875 if (!ContainsScripts()) 1025 int scriptcount = 0;
1026 m_items.LockItemsForRead(true);
1027 foreach (TaskInventoryItem item in m_items.Values)
1028 {
1029 if (item.Type == 10)
1030 {
1031 scriptcount++;
1032 }
1033 }
1034 m_items.LockItemsForRead(false);
1035
1036
1037 if (scriptcount <= 0)
1038 {
876 m_part.RemFlag(PrimFlags.Scripted); 1039 m_part.RemFlag(PrimFlags.Scripted);
1040 }
877 1041
878 m_part.ScheduleFullUpdate(); 1042 m_part.ScheduleFullUpdate();
879 1043
880 return type; 1044 return type;
881
882 } 1045 }
883 else 1046 else
884 { 1047 {
1048 m_items.LockItemsForRead(false);
885 m_log.ErrorFormat( 1049 m_log.ErrorFormat(
886 "[PRIM INVENTORY]: " + 1050 "[PRIM INVENTORY]: " +
887 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1051 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
888 itemID, m_part.Name, m_part.UUID, 1052 itemID, m_part.Name, m_part.UUID);
889 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
890 } 1053 }
891 1054
892 return -1; 1055 return -1;
893 } 1056 }
894 1057
895 private bool CreateInventoryFile() 1058 private bool CreateInventoryFileName()
896 { 1059 {
897// m_log.DebugFormat( 1060// m_log.DebugFormat(
898// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1061// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -901,70 +1064,12 @@ namespace OpenSim.Region.Framework.Scenes
901 if (m_inventoryFileName == String.Empty || 1064 if (m_inventoryFileName == String.Empty ||
902 m_inventoryFileNameSerial < m_inventorySerial) 1065 m_inventoryFileNameSerial < m_inventorySerial)
903 { 1066 {
904 // Something changed, we need to create a new file
905 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1067 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
906 m_inventoryFileNameSerial = m_inventorySerial; 1068 m_inventoryFileNameSerial = m_inventorySerial;
907 1069
908 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
909
910 lock (m_items)
911 {
912 foreach (TaskInventoryItem item in m_items.Values)
913 {
914// m_log.DebugFormat(
915// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
916// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
917
918 UUID ownerID = item.OwnerID;
919 uint everyoneMask = 0;
920 uint baseMask = item.BasePermissions;
921 uint ownerMask = item.CurrentPermissions;
922 uint groupMask = item.GroupPermissions;
923
924 invString.AddItemStart();
925 invString.AddNameValueLine("item_id", item.ItemID.ToString());
926 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
927
928 invString.AddPermissionsStart();
929
930 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
931 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
932 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
933 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
934 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
935
936 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
937 invString.AddNameValueLine("owner_id", ownerID.ToString());
938
939 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
940
941 invString.AddNameValueLine("group_id", item.GroupID.ToString());
942 invString.AddSectionEnd();
943
944 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
945 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
946 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
947 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
948
949 invString.AddSaleStart();
950 invString.AddNameValueLine("sale_type", "not");
951 invString.AddNameValueLine("sale_price", "0");
952 invString.AddSectionEnd();
953
954 invString.AddNameValueLine("name", item.Name + "|");
955 invString.AddNameValueLine("desc", item.Description + "|");
956
957 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
958 invString.AddSectionEnd();
959 }
960 }
961
962 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
963
964 return true; 1070 return true;
965 } 1071 }
966 1072
967 // No need to recreate, the existing file is fine
968 return false; 1073 return false;
969 } 1074 }
970 1075
@@ -974,43 +1079,110 @@ namespace OpenSim.Region.Framework.Scenes
974 /// <param name="xferManager"></param> 1079 /// <param name="xferManager"></param>
975 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1080 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
976 { 1081 {
977 lock (m_items) 1082 bool changed = CreateInventoryFileName();
978 {
979 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
980 // a new script if any previous deletion has left the prim inventory empty.
981 if (m_items.Count == 0) // No inventory
982 {
983// m_log.DebugFormat(
984// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
985// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
986 1083
987 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1084 bool includeAssets = false;
988 return; 1085 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
989 } 1086 includeAssets = true;
990 1087
991 CreateInventoryFile(); 1088 if (m_inventoryPrivileged != includeAssets)
1089 changed = true;
1090
1091 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1092
1093 Items.LockItemsForRead(true);
1094
1095 if (m_inventorySerial == 0) // No inventory
1096 {
1097 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1098 Items.LockItemsForRead(false);
1099 return;
1100 }
1101
1102 if (m_items.Count == 0) // No inventory
1103 {
1104 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1105 Items.LockItemsForRead(false);
1106 return;
1107 }
992 1108
993 // In principle, we should only do the rest if the inventory changed; 1109 if (!changed)
994 // by sending m_inventorySerial to the client, it ought to know 1110 {
995 // that nothing changed and that it doesn't need to request the file.
996 // Unfortunately, it doesn't look like the client optimizes this;
997 // the client seems to always come back and request the Xfer,
998 // no matter what value m_inventorySerial has.
999 // FIXME: Could probably be > 0 here rather than > 2
1000 if (m_inventoryFileData.Length > 2) 1111 if (m_inventoryFileData.Length > 2)
1001 { 1112 {
1002 // Add the file for Xfer 1113 xferManager.AddNewFile(m_inventoryFileName,
1003 // m_log.DebugFormat( 1114 m_inventoryFileData);
1004 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1005 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1116 Util.StringToBytes256(m_inventoryFileName));
1006 1117
1007 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1118 Items.LockItemsForRead(false);
1119 return;
1008 } 1120 }
1009
1010 // Tell the client we're ready to Xfer the file
1011 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1012 Util.StringToBytes256(m_inventoryFileName));
1013 } 1121 }
1122
1123 m_inventoryPrivileged = includeAssets;
1124
1125 foreach (TaskInventoryItem item in m_items.Values)
1126 {
1127 UUID ownerID = item.OwnerID;
1128 uint everyoneMask = 0;
1129 uint baseMask = item.BasePermissions;
1130 uint ownerMask = item.CurrentPermissions;
1131 uint groupMask = item.GroupPermissions;
1132
1133 invString.AddItemStart();
1134 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1135 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1136
1137 invString.AddPermissionsStart();
1138
1139 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1140 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1141 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1142 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1143 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1144
1145 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1146 invString.AddNameValueLine("owner_id", ownerID.ToString());
1147
1148 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1149
1150 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1151 invString.AddSectionEnd();
1152
1153 if (includeAssets)
1154 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1155 else
1156 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1157 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1158 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1159 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1160
1161 invString.AddSaleStart();
1162 invString.AddNameValueLine("sale_type", "not");
1163 invString.AddNameValueLine("sale_price", "0");
1164 invString.AddSectionEnd();
1165
1166 invString.AddNameValueLine("name", item.Name + "|");
1167 invString.AddNameValueLine("desc", item.Description + "|");
1168
1169 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1170 invString.AddSectionEnd();
1171 }
1172
1173 Items.LockItemsForRead(false);
1174
1175 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1176
1177 if (m_inventoryFileData.Length > 2)
1178 {
1179 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1180 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1181 Util.StringToBytes256(m_inventoryFileName));
1182 return;
1183 }
1184
1185 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1014 } 1186 }
1015 1187
1016 /// <summary> 1188 /// <summary>
@@ -1019,13 +1191,19 @@ namespace OpenSim.Region.Framework.Scenes
1019 /// <param name="datastore"></param> 1191 /// <param name="datastore"></param>
1020 public void ProcessInventoryBackup(ISimulationDataService datastore) 1192 public void ProcessInventoryBackup(ISimulationDataService datastore)
1021 { 1193 {
1022 if (HasInventoryChanged) 1194// Removed this because linking will cause an immediate delete of the new
1023 { 1195// child prim from the database and the subsequent storing of the prim sees
1024 HasInventoryChanged = false; 1196// the inventory of it as unchanged and doesn't store it at all. The overhead
1025 List<TaskInventoryItem> items = GetInventoryItems(); 1197// of storing prim inventory needlessly is much less than the aggravation
1026 datastore.StorePrimInventory(m_part.UUID, items); 1198// of prim inventory loss.
1199// if (HasInventoryChanged)
1200// {
1201 Items.LockItemsForRead(true);
1202 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1203 Items.LockItemsForRead(false);
1027 1204
1028 } 1205 HasInventoryChanged = false;
1206// }
1029 } 1207 }
1030 1208
1031 public class InventoryStringBuilder 1209 public class InventoryStringBuilder
@@ -1091,87 +1269,63 @@ namespace OpenSim.Region.Framework.Scenes
1091 { 1269 {
1092 uint mask=0x7fffffff; 1270 uint mask=0x7fffffff;
1093 1271
1094 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1095 { 1273 {
1096 foreach (TaskInventoryItem item in m_items.Values) 1274 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1275 mask &= ~((uint)PermissionMask.Copy >> 13);
1276 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1277 mask &= ~((uint)PermissionMask.Transfer >> 13);
1278 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1279 mask &= ~((uint)PermissionMask.Modify >> 13);
1280
1281 if (item.InvType == (int)InventoryType.Object)
1097 { 1282 {
1098 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1283 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1099 mask &= ~((uint)PermissionMask.Copy >> 13); 1284 mask &= ~((uint)PermissionMask.Copy >> 13);
1100 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1285 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1101 mask &= ~((uint)PermissionMask.Transfer >> 13); 1286 mask &= ~((uint)PermissionMask.Transfer >> 13);
1102 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1287 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1103 mask &= ~((uint)PermissionMask.Modify >> 13); 1288 mask &= ~((uint)PermissionMask.Modify >> 13);
1104
1105 if (item.InvType != (int)InventoryType.Object)
1106 {
1107 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1108 mask &= ~((uint)PermissionMask.Copy >> 13);
1109 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1110 mask &= ~((uint)PermissionMask.Transfer >> 13);
1111 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1112 mask &= ~((uint)PermissionMask.Modify >> 13);
1113 }
1114 else
1115 {
1116 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13);
1122 }
1123
1124 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1125 mask &= ~(uint)PermissionMask.Copy;
1126 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1127 mask &= ~(uint)PermissionMask.Transfer;
1128 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1129 mask &= ~(uint)PermissionMask.Modify;
1130 } 1289 }
1290
1291 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1292 mask &= ~(uint)PermissionMask.Copy;
1293 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1294 mask &= ~(uint)PermissionMask.Transfer;
1295 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1296 mask &= ~(uint)PermissionMask.Modify;
1131 } 1297 }
1132
1133 return mask; 1298 return mask;
1134 } 1299 }
1135 1300
1136 public void ApplyNextOwnerPermissions() 1301 public void ApplyNextOwnerPermissions()
1137 { 1302 {
1138 lock (m_items) 1303 foreach (TaskInventoryItem item in m_items.Values)
1139 { 1304 {
1140 foreach (TaskInventoryItem item in m_items.Values) 1305 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1141 { 1306 {
1142// m_log.DebugFormat ( 1307 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1143// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1308 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1144// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1309 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1145 1310 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1146 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1311 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1147 { 1312 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1148 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1149 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1150 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1151 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1152 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1153 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1154 }
1155
1156 item.CurrentPermissions &= item.NextPermissions;
1157 item.BasePermissions &= item.NextPermissions;
1158 item.EveryonePermissions &= item.NextPermissions;
1159 item.OwnerChanged = true;
1160 item.PermsMask = 0;
1161 item.PermsGranter = UUID.Zero;
1162 } 1313 }
1314 item.CurrentPermissions &= item.NextPermissions;
1315 item.BasePermissions &= item.NextPermissions;
1316 item.EveryonePermissions &= item.NextPermissions;
1317 item.OwnerChanged = true;
1318 item.PermsMask = 0;
1319 item.PermsGranter = UUID.Zero;
1163 } 1320 }
1164 } 1321 }
1165 1322
1166 public void ApplyGodPermissions(uint perms) 1323 public void ApplyGodPermissions(uint perms)
1167 { 1324 {
1168 lock (m_items) 1325 foreach (TaskInventoryItem item in m_items.Values)
1169 { 1326 {
1170 foreach (TaskInventoryItem item in m_items.Values) 1327 item.CurrentPermissions = perms;
1171 { 1328 item.BasePermissions = perms;
1172 item.CurrentPermissions = perms;
1173 item.BasePermissions = perms;
1174 }
1175 } 1329 }
1176 1330
1177 m_inventorySerial++; 1331 m_inventorySerial++;
@@ -1184,14 +1338,11 @@ namespace OpenSim.Region.Framework.Scenes
1184 /// <returns></returns> 1338 /// <returns></returns>
1185 public bool ContainsScripts() 1339 public bool ContainsScripts()
1186 { 1340 {
1187 lock (m_items) 1341 foreach (TaskInventoryItem item in m_items.Values)
1188 { 1342 {
1189 foreach (TaskInventoryItem item in m_items.Values) 1343 if (item.InvType == (int)InventoryType.LSL)
1190 { 1344 {
1191 if (item.InvType == (int)InventoryType.LSL) 1345 return true;
1192 {
1193 return true;
1194 }
1195 } 1346 }
1196 } 1347 }
1197 1348
@@ -1205,17 +1356,15 @@ namespace OpenSim.Region.Framework.Scenes
1205 public int ScriptCount() 1356 public int ScriptCount()
1206 { 1357 {
1207 int count = 0; 1358 int count = 0;
1208 lock (m_items) 1359 Items.LockItemsForRead(true);
1360 foreach (TaskInventoryItem item in m_items.Values)
1209 { 1361 {
1210 foreach (TaskInventoryItem item in m_items.Values) 1362 if (item.InvType == (int)InventoryType.LSL)
1211 { 1363 {
1212 if (item.InvType == (int)InventoryType.LSL) 1364 count++;
1213 {
1214 count++;
1215 }
1216 } 1365 }
1217 } 1366 }
1218 1367 Items.LockItemsForRead(false);
1219 return count; 1368 return count;
1220 } 1369 }
1221 /// <summary> 1370 /// <summary>
@@ -1251,11 +1400,8 @@ namespace OpenSim.Region.Framework.Scenes
1251 { 1400 {
1252 List<UUID> ret = new List<UUID>(); 1401 List<UUID> ret = new List<UUID>();
1253 1402
1254 lock (m_items) 1403 foreach (TaskInventoryItem item in m_items.Values)
1255 { 1404 ret.Add(item.ItemID);
1256 foreach (TaskInventoryItem item in m_items.Values)
1257 ret.Add(item.ItemID);
1258 }
1259 1405
1260 return ret; 1406 return ret;
1261 } 1407 }
@@ -1264,8 +1410,9 @@ namespace OpenSim.Region.Framework.Scenes
1264 { 1410 {
1265 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1411 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1266 1412
1267 lock (m_items) 1413 Items.LockItemsForRead(true);
1268 ret = new List<TaskInventoryItem>(m_items.Values); 1414 ret = new List<TaskInventoryItem>(m_items.Values);
1415 Items.LockItemsForRead(false);
1269 1416
1270 return ret; 1417 return ret;
1271 } 1418 }
@@ -1274,18 +1421,24 @@ namespace OpenSim.Region.Framework.Scenes
1274 { 1421 {
1275 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1422 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1276 1423
1277 lock (m_items) 1424 Items.LockItemsForRead(true);
1278 { 1425
1279 foreach (TaskInventoryItem item in m_items.Values) 1426 foreach (TaskInventoryItem item in m_items.Values)
1280 if (item.InvType == (int)type) 1427 if (item.InvType == (int)type)
1281 ret.Add(item); 1428 ret.Add(item);
1282 } 1429
1430 Items.LockItemsForRead(false);
1283 1431
1284 return ret; 1432 return ret;
1285 } 1433 }
1286 1434
1287 public Dictionary<UUID, string> GetScriptStates() 1435 public Dictionary<UUID, string> GetScriptStates()
1288 { 1436 {
1437 return GetScriptStates(false);
1438 }
1439
1440 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1441 {
1289 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1442 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1290 1443
1291 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1444 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1311,14 +1464,21 @@ namespace OpenSim.Region.Framework.Scenes
1311 string n = e.GetXMLState(item.ItemID); 1464 string n = e.GetXMLState(item.ItemID);
1312 if (n != String.Empty) 1465 if (n != String.Empty)
1313 { 1466 {
1314 if (!ret.ContainsKey(item.ItemID)) 1467 if (oldIDs)
1315 ret[item.ItemID] = n; 1468 {
1469 if (!ret.ContainsKey(item.OldItemID))
1470 ret[item.OldItemID] = n;
1471 }
1472 else
1473 {
1474 if (!ret.ContainsKey(item.ItemID))
1475 ret[item.ItemID] = n;
1476 }
1316 break; 1477 break;
1317 } 1478 }
1318 } 1479 }
1319 } 1480 }
1320 } 1481 }
1321
1322 return ret; 1482 return ret;
1323 } 1483 }
1324 1484
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1222ac6..adb3d38 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -170,6 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
170// private int m_lastColCount = -1; //KF: Look for Collision chnages 171// private int m_lastColCount = -1; //KF: Look for Collision chnages
171// private int m_updateCount = 0; //KF: Update Anims for a while 172// private int m_updateCount = 0; //KF: Update Anims for a while
172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
174 private List<uint> m_lastColliders = new List<uint>();
173 175
174 private TeleportFlags m_teleportFlags; 176 private TeleportFlags m_teleportFlags;
175 public TeleportFlags TeleportFlags 177 public TeleportFlags TeleportFlags
@@ -231,6 +233,13 @@ namespace OpenSim.Region.Framework.Scenes
231 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
232 //***************************************************** 234 //*****************************************************
233 235
236 private bool m_collisionEventFlag = false;
237 private object m_collisionEventLock = new Object();
238
239 private int m_movementAnimationUpdateCounter = 0;
240
241 private Vector3 m_prevSitOffset;
242
234 protected AvatarAppearance m_appearance; 243 protected AvatarAppearance m_appearance;
235 244
236 public AvatarAppearance Appearance 245 public AvatarAppearance Appearance
@@ -425,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
425 get { return (IClientCore)ControllingClient; } 434 get { return (IClientCore)ControllingClient; }
426 } 435 }
427 436
428 public Vector3 ParentPosition { get; set; } 437// public Vector3 ParentPosition { get; set; }
429 438
430 /// <summary> 439 /// <summary>
431 /// Position of this avatar relative to the region the avatar is in 440 /// Position of this avatar relative to the region the avatar is in
@@ -483,7 +492,7 @@ namespace OpenSim.Region.Framework.Scenes
483 if (ParentID == 0) 492 if (ParentID == 0)
484 { 493 {
485 m_pos = value; 494 m_pos = value;
486 ParentPosition = Vector3.Zero; 495// ParentPosition = Vector3.Zero;
487 } 496 }
488 497
489 //m_log.DebugFormat( 498 //m_log.DebugFormat(
@@ -572,6 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
572 /// </summary> 581 /// </summary>
573 public uint ParentID { get; set; } 582 public uint ParentID { get; set; }
574 583
584 public UUID ParentUUID
585 {
586 get { return m_parentUUID; }
587 set { m_parentUUID = value; }
588 }
589 private UUID m_parentUUID = UUID.Zero;
590
575 /// <summary> 591 /// <summary>
576 /// Are we sitting on an object? 592 /// Are we sitting on an object?
577 /// </summary> 593 /// </summary>
@@ -738,6 +754,33 @@ namespace OpenSim.Region.Framework.Scenes
738 Appearance = appearance; 754 Appearance = appearance;
739 } 755 }
740 756
757 private void RegionHeartbeatEnd(Scene scene)
758 {
759 if (IsChildAgent)
760 return;
761
762 m_movementAnimationUpdateCounter ++;
763 if (m_movementAnimationUpdateCounter >= 2)
764 {
765 m_movementAnimationUpdateCounter = 0;
766 if (Animator != null)
767 {
768 // If the parentID == 0 we are not sitting
769 // if !SitGournd then we are not sitting on the ground
770 // Fairly straightforward, now here comes the twist
771 // if ParentUUID is NOT UUID.Zero, we are looking to
772 // be sat on an object that isn't there yet. Should
773 // be treated as if sat.
774 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
775 Animator.UpdateMovementAnimations();
776 }
777 else
778 {
779 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
780 }
781 }
782 }
783
741 public void RegisterToEvents() 784 public void RegisterToEvents()
742 { 785 {
743 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 786 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -747,6 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
747 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 790 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
748 ControllingClient.OnStartAnim += HandleStartAnim; 791 ControllingClient.OnStartAnim += HandleStartAnim;
749 ControllingClient.OnStopAnim += HandleStopAnim; 792 ControllingClient.OnStopAnim += HandleStopAnim;
793 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
750 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 794 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
751 ControllingClient.OnAutoPilotGo += MoveToTarget; 795 ControllingClient.OnAutoPilotGo += MoveToTarget;
752 796
@@ -807,10 +851,39 @@ namespace OpenSim.Region.Framework.Scenes
807 "[SCENE]: Upgrading child to root agent for {0} in {1}", 851 "[SCENE]: Upgrading child to root agent for {0} in {1}",
808 Name, m_scene.RegionInfo.RegionName); 852 Name, m_scene.RegionInfo.RegionName);
809 853
810 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
811
812 bool wasChild = IsChildAgent; 854 bool wasChild = IsChildAgent;
813 IsChildAgent = false; 855
856 if (ParentUUID != UUID.Zero)
857 {
858 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
859 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
860 if (part == null)
861 {
862 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
863 }
864 else
865 {
866 part.ParentGroup.AddAvatar(UUID);
867 if (part.SitTargetPosition != Vector3.Zero)
868 part.SitTargetAvatar = UUID;
869// ParentPosition = part.GetWorldPosition();
870 ParentID = part.LocalId;
871 ParentPart = part;
872 m_pos = m_prevSitOffset;
873// pos = ParentPosition;
874 pos = part.GetWorldPosition();
875 }
876 ParentUUID = UUID.Zero;
877
878 IsChildAgent = false;
879
880// Animator.TrySetMovementAnimation("SIT");
881 }
882 else
883 {
884 IsChildAgent = false;
885 }
886
814 887
815 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 888 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
816 if (gm != null) 889 if (gm != null)
@@ -820,62 +893,72 @@ namespace OpenSim.Region.Framework.Scenes
820 893
821 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 894 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
822 895
823 // Moved this from SendInitialData to ensure that Appearance is initialized 896 if (ParentID == 0)
824 // before the inventory is processed in MakeRootAgent. This fixes a race condition
825 // related to the handling of attachments
826 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
827 if (m_scene.TestBorderCross(pos, Cardinals.E))
828 { 897 {
829 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 898 // Moved this from SendInitialData to ensure that Appearance is initialized
830 pos.X = crossedBorder.BorderLine.Z - 1; 899 // before the inventory is processed in MakeRootAgent. This fixes a race condition
831 } 900 // related to the handling of attachments
901 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
902 if (m_scene.TestBorderCross(pos, Cardinals.E))
903 {
904 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
905 pos.X = crossedBorder.BorderLine.Z - 1;
906 }
832 907
833 if (m_scene.TestBorderCross(pos, Cardinals.N)) 908 if (m_scene.TestBorderCross(pos, Cardinals.N))
834 { 909 {
835 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 910 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
836 pos.Y = crossedBorder.BorderLine.Z - 1; 911 pos.Y = crossedBorder.BorderLine.Z - 1;
837 } 912 }
838 913
839 CheckAndAdjustLandingPoint(ref pos); 914 CheckAndAdjustLandingPoint(ref pos);
840 915
841 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 916 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
842 { 917 {
843 m_log.WarnFormat( 918 m_log.WarnFormat(
844 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 919 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
845 pos, Name, UUID); 920 pos, Name, UUID);
846 921
847 if (pos.X < 0f) pos.X = 0f; 922 if (pos.X < 0f) pos.X = 0f;
848 if (pos.Y < 0f) pos.Y = 0f; 923 if (pos.Y < 0f) pos.Y = 0f;
849 if (pos.Z < 0f) pos.Z = 0f; 924 if (pos.Z < 0f) pos.Z = 0f;
850 } 925 }
851 926
852 float localAVHeight = 1.56f; 927 float localAVHeight = 1.56f;
853 if (Appearance.AvatarHeight > 0) 928 if (Appearance.AvatarHeight > 0)
854 localAVHeight = Appearance.AvatarHeight; 929 localAVHeight = Appearance.AvatarHeight;
855 930
856 float posZLimit = 0; 931 float posZLimit = 0;
857 932
858 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 933 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
859 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 934 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
860 935
861 float newPosZ = posZLimit + localAVHeight / 2; 936 float newPosZ = posZLimit + localAVHeight / 2;
862 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 937 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
863 { 938 {
864 pos.Z = newPosZ; 939 pos.Z = newPosZ;
865 } 940 }
866 AbsolutePosition = pos; 941 AbsolutePosition = pos;
867 942
868 AddToPhysicalScene(isFlying); 943 if (m_teleportFlags == TeleportFlags.Default)
944 {
945 Vector3 vel = Velocity;
946 AddToPhysicalScene(isFlying);
947 if (PhysicsActor != null)
948 PhysicsActor.SetMomentum(vel);
949 }
950 else
951 AddToPhysicalScene(isFlying);
869 952
870 if (ForceFly) 953 if (ForceFly)
871 { 954 {
872 Flying = true; 955 Flying = true;
873 } 956 }
874 else if (FlyDisabled) 957 else if (FlyDisabled)
875 { 958 {
876 Flying = false; 959 Flying = false;
960 }
877 } 961 }
878
879 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 962 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
880 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 963 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
881 // elsewhere anyway 964 // elsewhere anyway
@@ -895,14 +978,19 @@ namespace OpenSim.Region.Framework.Scenes
895 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 978 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
896 979
897 // Resume scripts 980 // Resume scripts
898 foreach (SceneObjectGroup sog in m_attachments) 981 Util.FireAndForget(delegate(object x) {
899 { 982 foreach (SceneObjectGroup sog in m_attachments)
900 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 983 {
901 sog.ResumeScripts(); 984 sog.ScheduleGroupForFullUpdate();
902 } 985 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
986 sog.ResumeScripts();
987 }
988 });
903 } 989 }
904 } 990 }
905 991
992 SendAvatarDataToAllAgents();
993
906 // send the animations of the other presences to me 994 // send the animations of the other presences to me
907 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 995 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
908 { 996 {
@@ -913,9 +1001,12 @@ namespace OpenSim.Region.Framework.Scenes
913 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1001 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
914 // stall on the border crossing since the existing child agent will still have the last movement 1002 // stall on the border crossing since the existing child agent will still have the last movement
915 // recorded, which stops the input from being processed. 1003 // recorded, which stops the input from being processed.
1004
916 MovementFlag = 0; 1005 MovementFlag = 0;
917 1006
918 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1007 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1008
1009 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
919 } 1010 }
920 1011
921 public int GetStateSource() 1012 public int GetStateSource()
@@ -943,12 +1034,16 @@ namespace OpenSim.Region.Framework.Scenes
943 /// </remarks> 1034 /// </remarks>
944 public void MakeChildAgent() 1035 public void MakeChildAgent()
945 { 1036 {
1037 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1038
946 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1039 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
947 1040
948 // Reset these so that teleporting in and walking out isn't seen 1041 // Reset these so that teleporting in and walking out isn't seen
949 // as teleporting back 1042 // as teleporting back
950 TeleportFlags = TeleportFlags.Default; 1043 TeleportFlags = TeleportFlags.Default;
951 1044
1045 MovementFlag = 0;
1046
952 // It looks like Animator is set to null somewhere, and MakeChild 1047 // It looks like Animator is set to null somewhere, and MakeChild
953 // is called after that. Probably in aborted teleports. 1048 // is called after that. Probably in aborted teleports.
954 if (Animator == null) 1049 if (Animator == null)
@@ -956,6 +1051,7 @@ namespace OpenSim.Region.Framework.Scenes
956 else 1051 else
957 Animator.ResetAnimations(); 1052 Animator.ResetAnimations();
958 1053
1054
959// m_log.DebugFormat( 1055// m_log.DebugFormat(
960// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1056// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
961// Name, UUID, m_scene.RegionInfo.RegionName); 1057// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -967,6 +1063,7 @@ namespace OpenSim.Region.Framework.Scenes
967 IsChildAgent = true; 1063 IsChildAgent = true;
968 m_scene.SwapRootAgentCount(true); 1064 m_scene.SwapRootAgentCount(true);
969 RemoveFromPhysicalScene(); 1065 RemoveFromPhysicalScene();
1066 ParentID = 0; // Child agents can't be sitting
970 1067
971 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1068 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
972 1069
@@ -982,9 +1079,9 @@ namespace OpenSim.Region.Framework.Scenes
982 { 1079 {
983// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1080// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
984 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1081 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
985 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
986 PhysicsActor.UnSubscribeEvents();
987 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1082 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1083 PhysicsActor.UnSubscribeEvents();
1084 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
988 PhysicsActor = null; 1085 PhysicsActor = null;
989 } 1086 }
990// else 1087// else
@@ -1001,7 +1098,7 @@ namespace OpenSim.Region.Framework.Scenes
1001 /// <param name="pos"></param> 1098 /// <param name="pos"></param>
1002 public void Teleport(Vector3 pos) 1099 public void Teleport(Vector3 pos)
1003 { 1100 {
1004 TeleportWithMomentum(pos, null); 1101 TeleportWithMomentum(pos, Vector3.Zero);
1005 } 1102 }
1006 1103
1007 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1104 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1025,6 +1122,41 @@ namespace OpenSim.Region.Framework.Scenes
1025 SendTerseUpdateToAllClients(); 1122 SendTerseUpdateToAllClients();
1026 } 1123 }
1027 1124
1125 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1126 {
1127 CheckLandingPoint(ref newpos);
1128 AbsolutePosition = newpos;
1129
1130 if (newvel.HasValue)
1131 {
1132 if ((Vector3)newvel == Vector3.Zero)
1133 {
1134 if (PhysicsActor != null)
1135 PhysicsActor.SetMomentum(Vector3.Zero);
1136 m_velocity = Vector3.Zero;
1137 }
1138 else
1139 {
1140 if (PhysicsActor != null)
1141 PhysicsActor.SetMomentum((Vector3)newvel);
1142 m_velocity = (Vector3)newvel;
1143
1144 if (rotateToVelXY)
1145 {
1146 Vector3 lookAt = (Vector3)newvel;
1147 lookAt.Z = 0;
1148 lookAt.Normalize();
1149 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1150 return;
1151 }
1152 }
1153 }
1154
1155 SendTerseUpdateToAllClients();
1156 }
1157
1158
1159
1028 public void StopFlying() 1160 public void StopFlying()
1029 { 1161 {
1030 ControllingClient.StopFlying(this); 1162 ControllingClient.StopFlying(this);
@@ -1134,7 +1266,8 @@ namespace OpenSim.Region.Framework.Scenes
1134 1266
1135 Vector3 look = Velocity; 1267 Vector3 look = Velocity;
1136 1268
1137 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1269 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1270 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1138 { 1271 {
1139 look = new Vector3(0.99f, 0.042f, 0); 1272 look = new Vector3(0.99f, 0.042f, 0);
1140 } 1273 }
@@ -1184,13 +1317,15 @@ namespace OpenSim.Region.Framework.Scenes
1184 // Create child agents in neighbouring regions 1317 // Create child agents in neighbouring regions
1185 if (openChildAgents && !IsChildAgent) 1318 if (openChildAgents && !IsChildAgent)
1186 { 1319 {
1320
1187 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1321 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1188 if (m_agentTransfer != null) 1322 if (m_agentTransfer != null)
1189 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1323 m_agentTransfer.EnableChildAgents(this);
1190 1324
1191 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1325 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1192 if (friendsModule != null) 1326 if (friendsModule != null)
1193 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1327 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1328
1194 } 1329 }
1195 1330
1196// m_log.DebugFormat( 1331// m_log.DebugFormat(
@@ -1340,8 +1475,18 @@ namespace OpenSim.Region.Framework.Scenes
1340 { 1475 {
1341 if (m_followCamAuto) 1476 if (m_followCamAuto)
1342 { 1477 {
1343 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1478 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1344 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1479 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1480
1481 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1482 Vector3 distTocam = CameraPosition - posAdjusted;
1483 float distTocamlen = distTocam.Length();
1484 if (distTocamlen > 0)
1485 {
1486 distTocam *= 1.0f / distTocamlen;
1487 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1488 }
1489
1345 } 1490 }
1346 } 1491 }
1347 1492
@@ -1780,12 +1925,17 @@ namespace OpenSim.Region.Framework.Scenes
1780// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1925// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1781 1926
1782 SitGround = false; 1927 SitGround = false;
1928
1929/* move this down so avatar gets physical in the new position and not where it is siting
1783 if (PhysicsActor == null) 1930 if (PhysicsActor == null)
1784 AddToPhysicalScene(false); 1931 AddToPhysicalScene(false);
1932 */
1785 1933
1786 if (ParentID != 0) 1934 if (ParentID != 0)
1787 { 1935 {
1788 SceneObjectPart part = ParentPart; 1936 SceneObjectPart part = ParentPart;
1937 UnRegisterSeatControls(part.ParentGroup.UUID);
1938
1789 TaskInventoryDictionary taskIDict = part.TaskInventory; 1939 TaskInventoryDictionary taskIDict = part.TaskInventory;
1790 if (taskIDict != null) 1940 if (taskIDict != null)
1791 { 1941 {
@@ -1801,14 +1951,22 @@ namespace OpenSim.Region.Framework.Scenes
1801 } 1951 }
1802 } 1952 }
1803 1953
1804 ParentPosition = part.GetWorldPosition(); 1954 part.ParentGroup.DeleteAvatar(UUID);
1955// ParentPosition = part.GetWorldPosition();
1805 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1956 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1806 1957
1807 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1958// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1808 ParentPosition = Vector3.Zero; 1959// ParentPosition = Vector3.Zero;
1960 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1961 if (part.SitTargetAvatar == UUID)
1962 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1809 1963
1810 ParentID = 0; 1964 ParentID = 0;
1811 ParentPart = null; 1965 ParentPart = null;
1966
1967 if (PhysicsActor == null)
1968 AddToPhysicalScene(false);
1969
1812 SendAvatarDataToAllAgents(); 1970 SendAvatarDataToAllAgents();
1813 m_requestedSitTargetID = 0; 1971 m_requestedSitTargetID = 0;
1814 1972
@@ -1818,6 +1976,9 @@ namespace OpenSim.Region.Framework.Scenes
1818 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1976 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1819 } 1977 }
1820 1978
1979 else if (PhysicsActor == null)
1980 AddToPhysicalScene(false);
1981
1821 Animator.TrySetMovementAnimation("STAND"); 1982 Animator.TrySetMovementAnimation("STAND");
1822 } 1983 }
1823 1984
@@ -1869,7 +2030,7 @@ namespace OpenSim.Region.Framework.Scenes
1869 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2030 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1870 2031
1871 if (PhysicsActor != null) 2032 if (PhysicsActor != null)
1872 m_sitAvatarHeight = PhysicsActor.Size.Z; 2033 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1873 2034
1874 bool canSit = false; 2035 bool canSit = false;
1875 Vector3 pos = part.AbsolutePosition + offset; 2036 Vector3 pos = part.AbsolutePosition + offset;
@@ -1918,7 +2079,7 @@ namespace OpenSim.Region.Framework.Scenes
1918 forceMouselook = part.GetForceMouselook(); 2079 forceMouselook = part.GetForceMouselook();
1919 2080
1920 ControllingClient.SendSitResponse( 2081 ControllingClient.SendSitResponse(
1921 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2082 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1922 2083
1923 m_requestedSitTargetUUID = targetID; 2084 m_requestedSitTargetUUID = targetID;
1924 2085
@@ -1932,6 +2093,9 @@ namespace OpenSim.Region.Framework.Scenes
1932 2093
1933 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2094 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1934 { 2095 {
2096 if (IsChildAgent)
2097 return;
2098
1935 if (ParentID != 0) 2099 if (ParentID != 0)
1936 { 2100 {
1937 StandUp(); 2101 StandUp();
@@ -2209,14 +2373,39 @@ namespace OpenSim.Region.Framework.Scenes
2209 2373
2210 //Quaternion result = (sitTargetOrient * vq) * nq; 2374 //Quaternion result = (sitTargetOrient * vq) * nq;
2211 2375
2212 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2376 double x, y, z, m;
2377
2378 Quaternion r = sitTargetOrient;
2379 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2380
2381 if (Math.Abs(1.0 - m) > 0.000001)
2382 {
2383 m = 1.0 / Math.Sqrt(m);
2384 r.X *= (float)m;
2385 r.Y *= (float)m;
2386 r.Z *= (float)m;
2387 r.W *= (float)m;
2388 }
2389
2390 x = 2 * (r.X * r.Z + r.Y * r.W);
2391 y = 2 * (-r.X * r.W + r.Y * r.Z);
2392 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2393
2394 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2395 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2396
2397 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2398
2399// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2213 Rotation = sitTargetOrient; 2400 Rotation = sitTargetOrient;
2214 ParentPosition = part.AbsolutePosition; 2401// ParentPosition = part.AbsolutePosition;
2402 part.ParentGroup.AddAvatar(UUID);
2215 } 2403 }
2216 else 2404 else
2217 { 2405 {
2218 m_pos -= part.AbsolutePosition; 2406 m_pos -= part.AbsolutePosition;
2219 ParentPosition = part.AbsolutePosition; 2407// ParentPosition = part.AbsolutePosition;
2408 part.ParentGroup.AddAvatar(UUID);
2220 2409
2221// m_log.DebugFormat( 2410// m_log.DebugFormat(
2222// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2411// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2261,6 +2450,13 @@ namespace OpenSim.Region.Framework.Scenes
2261 Animator.RemoveAnimation(animID); 2450 Animator.RemoveAnimation(animID);
2262 } 2451 }
2263 2452
2453 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2454 {
2455 Animator.avnChangeAnim(animID, addRemove, sendPack);
2456 }
2457
2458
2459
2264 /// <summary> 2460 /// <summary>
2265 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2461 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2266 /// </summary> 2462 /// </summary>
@@ -2314,14 +2510,15 @@ namespace OpenSim.Region.Framework.Scenes
2314 direc.Z *= 2.6f; 2510 direc.Z *= 2.6f;
2315 2511
2316 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2512 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2317 Animator.TrySetMovementAnimation("PREJUMP"); 2513// Animator.TrySetMovementAnimation("PREJUMP");
2318 Animator.TrySetMovementAnimation("JUMP"); 2514// Animator.TrySetMovementAnimation("JUMP");
2319 } 2515 }
2320 } 2516 }
2321 } 2517 }
2322 2518
2323 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2519 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2324 m_forceToApply = direc; 2520 m_forceToApply = direc;
2521 Animator.UpdateMovementAnimations();
2325 } 2522 }
2326 2523
2327 #endregion 2524 #endregion
@@ -2713,8 +2910,9 @@ namespace OpenSim.Region.Framework.Scenes
2713 2910
2714 // If we don't have a PhysActor, we can't cross anyway 2911 // If we don't have a PhysActor, we can't cross anyway
2715 // Also don't do this while sat, sitting avatars cross with the 2912 // Also don't do this while sat, sitting avatars cross with the
2716 // object they sit on. 2913 // object they sit on. ParentUUID denoted a pending sit, don't
2717 if (ParentID != 0 || PhysicsActor == null) 2914 // interfere with it.
2915 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2718 return; 2916 return;
2719 2917
2720 if (!IsInTransit) 2918 if (!IsInTransit)
@@ -3055,6 +3253,9 @@ namespace OpenSim.Region.Framework.Scenes
3055 cAgent.AlwaysRun = SetAlwaysRun; 3253 cAgent.AlwaysRun = SetAlwaysRun;
3056 3254
3057 cAgent.Appearance = new AvatarAppearance(Appearance); 3255 cAgent.Appearance = new AvatarAppearance(Appearance);
3256
3257 cAgent.ParentPart = ParentUUID;
3258 cAgent.SitOffset = m_pos;
3058 3259
3059 lock (scriptedcontrols) 3260 lock (scriptedcontrols)
3060 { 3261 {
@@ -3063,7 +3264,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 3264
3064 foreach (ScriptControllers c in scriptedcontrols.Values) 3265 foreach (ScriptControllers c in scriptedcontrols.Values)
3065 { 3266 {
3066 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3267 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3067 } 3268 }
3068 cAgent.Controllers = controls; 3269 cAgent.Controllers = controls;
3069 } 3270 }
@@ -3074,6 +3275,7 @@ namespace OpenSim.Region.Framework.Scenes
3074 cAgent.Anims = Animator.Animations.ToArray(); 3275 cAgent.Anims = Animator.Animations.ToArray();
3075 } 3276 }
3076 catch { } 3277 catch { }
3278 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3077 3279
3078 if (Scene.AttachmentsModule != null) 3280 if (Scene.AttachmentsModule != null)
3079 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3281 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3094,6 +3296,8 @@ namespace OpenSim.Region.Framework.Scenes
3094 CameraAtAxis = cAgent.AtAxis; 3296 CameraAtAxis = cAgent.AtAxis;
3095 CameraLeftAxis = cAgent.LeftAxis; 3297 CameraLeftAxis = cAgent.LeftAxis;
3096 CameraUpAxis = cAgent.UpAxis; 3298 CameraUpAxis = cAgent.UpAxis;
3299 ParentUUID = cAgent.ParentPart;
3300 m_prevSitOffset = cAgent.SitOffset;
3097 3301
3098 // When we get to the point of re-computing neighbors everytime this 3302 // When we get to the point of re-computing neighbors everytime this
3099 // changes, then start using the agent's drawdistance rather than the 3303 // changes, then start using the agent's drawdistance rather than the
@@ -3131,6 +3335,7 @@ namespace OpenSim.Region.Framework.Scenes
3131 foreach (ControllerData c in cAgent.Controllers) 3335 foreach (ControllerData c in cAgent.Controllers)
3132 { 3336 {
3133 ScriptControllers sc = new ScriptControllers(); 3337 ScriptControllers sc = new ScriptControllers();
3338 sc.objectID = c.ObjectID;
3134 sc.itemID = c.ItemID; 3339 sc.itemID = c.ItemID;
3135 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3340 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3136 sc.eventControls = (ScriptControlled)c.EventControls; 3341 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3145,6 +3350,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3350 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3146 if (cAgent.Anims != null) 3351 if (cAgent.Anims != null)
3147 Animator.Animations.FromArray(cAgent.Anims); 3352 Animator.Animations.FromArray(cAgent.Anims);
3353 if (cAgent.DefaultAnim != null)
3354 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3148 3355
3149 if (Scene.AttachmentsModule != null) 3356 if (Scene.AttachmentsModule != null)
3150 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3357 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3207,7 +3414,7 @@ namespace OpenSim.Region.Framework.Scenes
3207 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3414 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3208 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3415 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3209 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3416 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3210 PhysicsActor.SubscribeEvents(500); 3417 PhysicsActor.SubscribeEvents(100);
3211 PhysicsActor.LocalID = LocalId; 3418 PhysicsActor.LocalID = LocalId;
3212 } 3419 }
3213 3420
@@ -3234,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3234 /// <param name="e"></param> 3441 /// <param name="e"></param>
3235 public void PhysicsCollisionUpdate(EventArgs e) 3442 public void PhysicsCollisionUpdate(EventArgs e)
3236 { 3443 {
3237 if (IsChildAgent) 3444 if (IsChildAgent || Animator == null)
3238 return; 3445 return;
3239 3446
3240 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3447 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3289,6 +3496,8 @@ namespace OpenSim.Region.Framework.Scenes
3289 } 3496 }
3290 } 3497 }
3291 3498
3499 RaiseCollisionScriptEvents(coldata);
3500
3292 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3501 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3293 if (Invulnerable || GodLevel > 0) 3502 if (Invulnerable || GodLevel > 0)
3294 return; 3503 return;
@@ -3386,6 +3595,13 @@ namespace OpenSim.Region.Framework.Scenes
3386 // m_reprioritizationTimer.Dispose(); 3595 // m_reprioritizationTimer.Dispose();
3387 3596
3388 RemoveFromPhysicalScene(); 3597 RemoveFromPhysicalScene();
3598
3599 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3600
3601// if (Animator != null)
3602// Animator.Close();
3603 Animator = null;
3604
3389 } 3605 }
3390 3606
3391 public void AddAttachment(SceneObjectGroup gobj) 3607 public void AddAttachment(SceneObjectGroup gobj)
@@ -3619,10 +3835,18 @@ namespace OpenSim.Region.Framework.Scenes
3619 3835
3620 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3836 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3621 { 3837 {
3838 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3839 if (p == null)
3840 return;
3841
3842 ControllingClient.SendTakeControls(controls, false, false);
3843 ControllingClient.SendTakeControls(controls, true, false);
3844
3622 ScriptControllers obj = new ScriptControllers(); 3845 ScriptControllers obj = new ScriptControllers();
3623 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3846 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3624 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3847 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3625 3848
3849 obj.objectID = p.ParentGroup.UUID;
3626 obj.itemID = Script_item_UUID; 3850 obj.itemID = Script_item_UUID;
3627 if (pass_on == 0 && accept == 0) 3851 if (pass_on == 0 && accept == 0)
3628 { 3852 {
@@ -3671,6 +3895,21 @@ namespace OpenSim.Region.Framework.Scenes
3671 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3895 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3672 } 3896 }
3673 3897
3898 private void UnRegisterSeatControls(UUID obj)
3899 {
3900 List<UUID> takers = new List<UUID>();
3901
3902 foreach (ScriptControllers c in scriptedcontrols.Values)
3903 {
3904 if (c.objectID == obj)
3905 takers.Add(c.itemID);
3906 }
3907 foreach (UUID t in takers)
3908 {
3909 UnRegisterControlEventsToScript(0, t);
3910 }
3911 }
3912
3674 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3913 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3675 { 3914 {
3676 ScriptControllers takecontrols; 3915 ScriptControllers takecontrols;
@@ -3989,6 +4228,12 @@ namespace OpenSim.Region.Framework.Scenes
3989 4228
3990 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4229 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3991 { 4230 {
4231 string reason;
4232
4233 // Honor bans
4234 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4235 return;
4236
3992 SceneObjectGroup telehub = null; 4237 SceneObjectGroup telehub = null;
3993 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4238 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3994 { 4239 {
@@ -4028,11 +4273,206 @@ namespace OpenSim.Region.Framework.Scenes
4028 pos = land.LandData.UserLocation; 4273 pos = land.LandData.UserLocation;
4029 } 4274 }
4030 } 4275 }
4031 4276
4032 land.SendLandUpdateToClient(ControllingClient); 4277 land.SendLandUpdateToClient(ControllingClient);
4033 } 4278 }
4034 } 4279 }
4035 4280
4281 private DetectedObject CreateDetObject(SceneObjectPart obj)
4282 {
4283 DetectedObject detobj = new DetectedObject();
4284 detobj.keyUUID = obj.UUID;
4285 detobj.nameStr = obj.Name;
4286 detobj.ownerUUID = obj.OwnerID;
4287 detobj.posVector = obj.AbsolutePosition;
4288 detobj.rotQuat = obj.GetWorldRotation();
4289 detobj.velVector = obj.Velocity;
4290 detobj.colliderType = 0;
4291 detobj.groupUUID = obj.GroupID;
4292
4293 return detobj;
4294 }
4295
4296 private DetectedObject CreateDetObject(ScenePresence av)
4297 {
4298 DetectedObject detobj = new DetectedObject();
4299 detobj.keyUUID = av.UUID;
4300 detobj.nameStr = av.ControllingClient.Name;
4301 detobj.ownerUUID = av.UUID;
4302 detobj.posVector = av.AbsolutePosition;
4303 detobj.rotQuat = av.Rotation;
4304 detobj.velVector = av.Velocity;
4305 detobj.colliderType = 0;
4306 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4307
4308 return detobj;
4309 }
4310
4311 private DetectedObject CreateDetObjectForGround()
4312 {
4313 DetectedObject detobj = new DetectedObject();
4314 detobj.keyUUID = UUID.Zero;
4315 detobj.nameStr = "";
4316 detobj.ownerUUID = UUID.Zero;
4317 detobj.posVector = AbsolutePosition;
4318 detobj.rotQuat = Quaternion.Identity;
4319 detobj.velVector = Vector3.Zero;
4320 detobj.colliderType = 0;
4321 detobj.groupUUID = UUID.Zero;
4322
4323 return detobj;
4324 }
4325
4326 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4327 {
4328 ColliderArgs colliderArgs = new ColliderArgs();
4329 List<DetectedObject> colliding = new List<DetectedObject>();
4330 foreach (uint localId in colliders)
4331 {
4332 if (localId == 0)
4333 continue;
4334
4335 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4336 if (obj != null)
4337 {
4338 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4339 colliding.Add(CreateDetObject(obj));
4340 }
4341 else
4342 {
4343 ScenePresence av = m_scene.GetScenePresence(localId);
4344 if (av != null && (!av.IsChildAgent))
4345 {
4346 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4347 colliding.Add(CreateDetObject(av));
4348 }
4349 }
4350 }
4351
4352 colliderArgs.Colliders = colliding;
4353
4354 return colliderArgs;
4355 }
4356
4357 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4358
4359 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4360 {
4361 ColliderArgs CollidingMessage;
4362
4363 if (colliders.Count > 0)
4364 {
4365 if ((dest.RootPart.ScriptEvents & ev) != 0)
4366 {
4367 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4368
4369 if (CollidingMessage.Colliders.Count > 0)
4370 notify(dest.RootPart.LocalId, CollidingMessage);
4371 }
4372 }
4373 }
4374
4375 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4376 {
4377 if ((dest.RootPart.ScriptEvents & ev) != 0)
4378 {
4379 ColliderArgs LandCollidingMessage = new ColliderArgs();
4380 List<DetectedObject> colliding = new List<DetectedObject>();
4381
4382 colliding.Add(CreateDetObjectForGround());
4383 LandCollidingMessage.Colliders = colliding;
4384
4385 notify(dest.RootPart.LocalId, LandCollidingMessage);
4386 }
4387 }
4388
4389 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4390 {
4391 try
4392 {
4393 List<uint> thisHitColliders = new List<uint>();
4394 List<uint> endedColliders = new List<uint>();
4395 List<uint> startedColliders = new List<uint>();
4396 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4397 CollisionForSoundInfo soundinfo;
4398 ContactPoint curcontact;
4399
4400 if (coldata.Count == 0)
4401 {
4402 if (m_lastColliders.Count == 0)
4403 return; // nothing to do
4404
4405 foreach (uint localID in m_lastColliders)
4406 {
4407 endedColliders.Add(localID);
4408 }
4409 m_lastColliders.Clear();
4410 }
4411
4412 else
4413 {
4414 foreach (uint id in coldata.Keys)
4415 {
4416 thisHitColliders.Add(id);
4417 if (!m_lastColliders.Contains(id))
4418 {
4419 startedColliders.Add(id);
4420 curcontact = coldata[id];
4421 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4422 {
4423 soundinfo = new CollisionForSoundInfo();
4424 soundinfo.colliderID = id;
4425 soundinfo.position = curcontact.Position;
4426 soundinfo.relativeVel = curcontact.RelativeSpeed;
4427 soundinfolist.Add(soundinfo);
4428 }
4429 }
4430 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4431 }
4432
4433 // calculate things that ended colliding
4434 foreach (uint localID in m_lastColliders)
4435 {
4436 if (!thisHitColliders.Contains(localID))
4437 {
4438 endedColliders.Add(localID);
4439 }
4440 }
4441 //add the items that started colliding this time to the last colliders list.
4442 foreach (uint localID in startedColliders)
4443 {
4444 m_lastColliders.Add(localID);
4445 }
4446 // remove things that ended colliding from the last colliders list
4447 foreach (uint localID in endedColliders)
4448 {
4449 m_lastColliders.Remove(localID);
4450 }
4451
4452 if (soundinfolist.Count > 0)
4453 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4454 }
4455
4456 foreach (SceneObjectGroup att in GetAttachments())
4457 {
4458 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4459 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4460 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4461
4462 if (startedColliders.Contains(0))
4463 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4464 if (m_lastColliders.Contains(0))
4465 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4466 if (endedColliders.Contains(0))
4467 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4468 }
4469 }
4470 finally
4471 {
4472 m_collisionEventFlag = false;
4473 }
4474 }
4475
4036 private void TeleportFlagsDebug() { 4476 private void TeleportFlagsDebug() {
4037 4477
4038 // Some temporary debugging help to show all the TeleportFlags we have... 4478 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4057,6 +4497,5 @@ namespace OpenSim.Region.Framework.Scenes
4057 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4497 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4058 4498
4059 } 4499 }
4060
4061 } 4500 }
4062} 4501}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 2d4c60a..123c158 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);
@@ -366,6 +372,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
366 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 372 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
367 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 373 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
368 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 374 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
375
376 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
377 m_SOPXmlProcessors.Add("Force", ProcessForce);
378 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
379 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
380
381
382 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
383
384 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
385 m_SOPXmlProcessors.Add("Density", ProcessDensity);
386 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
387 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
388 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
389 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
390 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
391
369 #endregion 392 #endregion
370 393
371 #region TaskInventoryXmlProcessors initialization 394 #region TaskInventoryXmlProcessors initialization
@@ -393,7 +416,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
393 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 416 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
394 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 417 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
395 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 418 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
396 419
397 #endregion 420 #endregion
398 421
399 #region ShapeXmlProcessors initialization 422 #region ShapeXmlProcessors initialization
@@ -593,6 +616,58 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
593 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 616 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
594 } 617 }
595 618
619 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
622 }
623
624 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
625 {
626 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
627 }
628
629 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
630 {
631 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
632 }
633
634 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
635 {
636 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
637 }
638
639 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
640 {
641 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
642 }
643
644 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
645 {
646 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
647 }
648
649 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
650 {
651 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
652 }
653
654 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
655 {
656 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
657
658 if (vehicle == null)
659 {
660 obj.VehicleParams = null;
661 m_log.DebugFormat(
662 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
663 obj.Name, obj.UUID);
664 }
665 else
666 {
667 obj.VehicleParams = vehicle;
668 }
669 }
670
596 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 671 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
597 { 672 {
598 List<string> errorNodeNames; 673 List<string> errorNodeNames;
@@ -757,6 +832,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
757 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 832 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
758 } 833 }
759 834
835 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
836 {
837 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
838 }
839
840 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
841 {
842 obj.Force = Util.ReadVector(reader, "Force");
843 }
844 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
845 {
846 obj.Torque = Util.ReadVector(reader, "Torque");
847 }
848
849 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
850 {
851 obj.VolumeDetectActive = Util.ReadBoolean(reader);
852 }
853
760 #endregion 854 #endregion
761 855
762 #region TaskInventoryXmlProcessors 856 #region TaskInventoryXmlProcessors
@@ -1144,6 +1238,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1144 }); 1238 });
1145 1239
1146 writer.WriteEndElement(); 1240 writer.WriteEndElement();
1241
1242 if (sog.RootPart.KeyframeMotion != null)
1243 {
1244 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1245
1246 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1247 writer.WriteBase64(data, 0, data.Length);
1248 writer.WriteEndElement();
1249 }
1250
1147 writer.WriteEndElement(); 1251 writer.WriteEndElement();
1148 } 1252 }
1149 1253
@@ -1243,6 +1347,29 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1243 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1347 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1244 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1348 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1245 1349
1350 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1351
1352 WriteVector(writer, "Force", sop.Force);
1353 WriteVector(writer, "Torque", sop.Torque);
1354
1355 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1356
1357 if (sop.VehicleParams != null)
1358 sop.VehicleParams.ToXml2(writer);
1359
1360 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1361 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1362 if (sop.Density != 1000.0f)
1363 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1364 if (sop.Friction != 0.6f)
1365 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1366 if (sop.Bounciness != 0.5f)
1367 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1368 if (sop.GravityModifier != 1.0f)
1369 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1370 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1371 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1372
1246 writer.WriteEndElement(); 1373 writer.WriteEndElement();
1247 } 1374 }
1248 1375
@@ -1467,12 +1594,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1467 { 1594 {
1468 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1595 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1469 1596
1470 if (reader.IsEmptyElement)
1471 {
1472 reader.Read();
1473 return tinv;
1474 }
1475
1476 reader.ReadStartElement(name, String.Empty); 1597 reader.ReadStartElement(name, String.Empty);
1477 1598
1478 while (reader.Name == "TaskInventoryItem") 1599 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 2addb5b..0d359b9 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;
@@ -287,7 +288,7 @@ namespace OpenSim.Region.Framework.Scenes
287 288
288 private void statsHeartBeat(object sender, EventArgs e) 289 private void statsHeartBeat(object sender, EventArgs e)
289 { 290 {
290 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 291 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
291 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 292 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
292 293
293 // Know what's not thread safe in Mono... modifying timers. 294 // Know what's not thread safe in Mono... modifying timers.
@@ -325,6 +326,35 @@ namespace OpenSim.Region.Framework.Scenes
325 physfps = 0; 326 physfps = 0;
326 327
327#endregion 328#endregion
329 float factor = 1 / m_statsUpdateFactor;
330
331 if (reportedFPS <= 0)
332 reportedFPS = 1;
333
334 float perframe = 1.0f / (float)reportedFPS;
335
336 float TotalFrameTime = m_frameMS * perframe;
337
338 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
339
340 float sparetime;
341 float sleeptime;
342
343 if (TotalFrameTime > targetframetime)
344 {
345 sparetime = 0;
346 sleeptime = 0;
347 }
348 else
349 {
350 sparetime = m_frameMS - m_physicsMS - m_agentMS;
351 sparetime *= perframe;
352 if (sparetime < 0)
353 sparetime = 0;
354 else if (sparetime > TotalFrameTime)
355 sparetime = TotalFrameTime;
356 sleeptime = m_sleeptimeMS * perframe;
357 }
328 358
329 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 359 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
330 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 360 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -336,25 +366,15 @@ namespace OpenSim.Region.Framework.Scenes
336 // so that stat numbers are always consistent. 366 // so that stat numbers are always consistent.
337 CheckStatSanity(); 367 CheckStatSanity();
338 368
339 //Our time dilation is 0.91 when we're running a full speed, 369 // other MS is actually simulation time
340 // therefore to make sure we get an appropriate range, 370 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
341 // we have to factor in our error. (0.10f * statsUpdateFactor) 371 // m_imageMS m_netMS are not included in m_frameMS
342 // multiplies the fix for the error times the amount of times it'll occur a second
343 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
344 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
345
346 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
347 // values to X-per-second values.
348 372
349 uint thisFrame = m_scene.Frame; 373 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
350 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 374 if (m_otherMS < 0)
351 m_lastUpdateFrame = thisFrame; 375 m_otherMS = 0;
352 376
353 // Avoid div-by-zero if somehow we've not updated any frames. 377 for (int i = 0; i < 23; i++)
354 if (framesUpdated == 0)
355 framesUpdated = 1;
356
357 for (int i = 0; i < 22; i++)
358 { 378 {
359 sb[i] = new SimStatsPacket.StatBlock(); 379 sb[i] = new SimStatsPacket.StatBlock();
360 } 380 }
@@ -384,19 +404,19 @@ namespace OpenSim.Region.Framework.Scenes
384 sb[7].StatValue = m_activePrim; 404 sb[7].StatValue = m_activePrim;
385 405
386 sb[8].StatID = (uint)Stats.FrameMS; 406 sb[8].StatID = (uint)Stats.FrameMS;
387 sb[8].StatValue = m_frameMS / framesUpdated; 407 sb[8].StatValue = TotalFrameTime;
388 408
389 sb[9].StatID = (uint)Stats.NetMS; 409 sb[9].StatID = (uint)Stats.NetMS;
390 sb[9].StatValue = m_netMS / framesUpdated; 410 sb[9].StatValue = m_netMS * perframe;
391 411
392 sb[10].StatID = (uint)Stats.PhysicsMS; 412 sb[10].StatID = (uint)Stats.PhysicsMS;
393 sb[10].StatValue = m_physicsMS / framesUpdated; 413 sb[10].StatValue = m_physicsMS * perframe;
394 414
395 sb[11].StatID = (uint)Stats.ImageMS ; 415 sb[11].StatID = (uint)Stats.ImageMS ;
396 sb[11].StatValue = m_imageMS / framesUpdated; 416 sb[11].StatValue = m_imageMS * perframe;
397 417
398 sb[12].StatID = (uint)Stats.OtherMS; 418 sb[12].StatID = (uint)Stats.OtherMS;
399 sb[12].StatValue = m_otherMS / framesUpdated; 419 sb[12].StatValue = m_otherMS * perframe;
400 420
401 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 421 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
402 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 422 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -408,7 +428,7 @@ namespace OpenSim.Region.Framework.Scenes
408 sb[15].StatValue = m_unAckedBytes; 428 sb[15].StatValue = m_unAckedBytes;
409 429
410 sb[16].StatID = (uint)Stats.AgentMS; 430 sb[16].StatID = (uint)Stats.AgentMS;
411 sb[16].StatValue = m_agentMS / framesUpdated; 431 sb[16].StatValue = m_agentMS * perframe;
412 432
413 sb[17].StatID = (uint)Stats.PendingDownloads; 433 sb[17].StatID = (uint)Stats.PendingDownloads;
414 sb[17].StatValue = m_pendingDownloads; 434 sb[17].StatValue = m_pendingDownloads;
@@ -423,7 +443,10 @@ namespace OpenSim.Region.Framework.Scenes
423 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 443 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
424 444
425 sb[21].StatID = (uint)Stats.SimSpareMs; 445 sb[21].StatID = (uint)Stats.SimSpareMs;
426 sb[21].StatValue = m_spareMS / framesUpdated; 446 sb[21].StatValue = sparetime;
447
448 sb[22].StatID = (uint)Stats.SimSleepMs;
449 sb[22].StatValue = sleeptime;
427 450
428 for (int i = 0; i < 22; i++) 451 for (int i = 0; i < 22; i++)
429 { 452 {
@@ -442,28 +465,32 @@ namespace OpenSim.Region.Framework.Scenes
442 } 465 }
443 466
444 // Extra statistics that aren't currently sent to clients 467 // Extra statistics that aren't currently sent to clients
445 lock (m_lastReportedExtraSimStats) 468 if (m_scene.PhysicsScene != null)
446 { 469 {
447 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 470 lock (m_lastReportedExtraSimStats)
448 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
449
450 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
451
452 if (physicsStats != null)
453 { 471 {
454 foreach (KeyValuePair<string, float> tuple in physicsStats) 472 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
473 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
474
475 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
476
477 if (physicsStats != null)
455 { 478 {
456 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 479 foreach (KeyValuePair<string, float> tuple in physicsStats)
457 // Need to change things so that stats source can indicate whether they are per second or 480 {
458 // per frame. 481 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
459 if (tuple.Key.EndsWith("MS")) 482 // Need to change things so that stats source can indicate whether they are per second or
460 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 483 // per frame.
461 else 484 if (tuple.Key.EndsWith("MS"))
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 485 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
486 else
487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
488 }
463 } 489 }
464 } 490 }
465 } 491 }
466 492
493// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
467 ResetValues(); 494 ResetValues();
468 } 495 }
469 } 496 }
@@ -486,7 +513,8 @@ namespace OpenSim.Region.Framework.Scenes
486 m_physicsMS = 0; 513 m_physicsMS = 0;
487 m_imageMS = 0; 514 m_imageMS = 0;
488 m_otherMS = 0; 515 m_otherMS = 0;
489 m_spareMS = 0; 516// m_spareMS = 0;
517 m_sleeptimeMS = 0;
490 518
491//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 519//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
492//Ckrinke m_scriptMS = 0; 520//Ckrinke m_scriptMS = 0;
@@ -570,11 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
570 SlowFramesStat.Value++; 598 SlowFramesStat.Value++;
571 } 599 }
572 600
573 public void AddSpareMS(int ms)
574 {
575 m_spareMS += ms;
576 }
577
578 public void addNetMS(int ms) 601 public void addNetMS(int ms)
579 { 602 {
580 m_netMS += ms; 603 m_netMS += ms;
@@ -600,6 +623,11 @@ namespace OpenSim.Region.Framework.Scenes
600 m_otherMS += ms; 623 m_otherMS += ms;
601 } 624 }
602 625
626 public void addSleepMS(int ms)
627 {
628 m_sleeptimeMS += ms;
629 }
630
603 public void AddPendingDownloads(int count) 631 public void AddPendingDownloads(int count)
604 { 632 {
605 m_pendingDownloads += count; 633 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index 89647d6..e931859 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 96973de..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 28cd09f..b5ef7b0 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;