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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.cs40
-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.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs867
-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.cs251
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1400
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1715
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs601
-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, 7248 insertions, 2164 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..5b1c9f4 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>
@@ -812,6 +816,10 @@ namespace OpenSim.Region.Framework.Scenes
812 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 816 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
813 public event GetScriptRunning OnGetScriptRunning; 817 public event GetScriptRunning OnGetScriptRunning;
814 818
819 public delegate void ThrottleUpdate(ScenePresence scenePresence);
820
821 public event ThrottleUpdate OnThrottleUpdate;
822
815 /// <summary> 823 /// <summary>
816 /// RegisterCapsEvent is called by Scene after the Caps object 824 /// RegisterCapsEvent is called by Scene after the Caps object
817 /// has been instantiated and before it is return to the 825 /// has been instantiated and before it is return to the
@@ -1393,6 +1401,26 @@ namespace OpenSim.Region.Framework.Scenes
1393 } 1401 }
1394 } 1402 }
1395 } 1403 }
1404 public void TriggerTerrainUpdate()
1405 {
1406 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1407 if (handlerTerrainUpdate != null)
1408 {
1409 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1410 {
1411 try
1412 {
1413 d();
1414 }
1415 catch (Exception e)
1416 {
1417 m_log.ErrorFormat(
1418 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1419 e.Message, e.StackTrace);
1420 }
1421 }
1422 }
1423 }
1396 1424
1397 public void TriggerTerrainTick() 1425 public void TriggerTerrainTick()
1398 { 1426 {
@@ -1683,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1683 m_log.ErrorFormat( 1711 m_log.ErrorFormat(
1684 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1712 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1685 e.Message, e.StackTrace); 1713 e.Message, e.StackTrace);
1714 m_log.ErrorFormat(Environment.StackTrace);
1686 } 1715 }
1687 } 1716 }
1688 } 1717 }
@@ -2922,6 +2951,7 @@ namespace OpenSim.Region.Framework.Scenes
2922 { 2951 {
2923 foreach (Action<Scene> d in handler.GetInvocationList()) 2952 foreach (Action<Scene> d in handler.GetInvocationList())
2924 { 2953 {
2954 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
2925 try 2955 try
2926 { 2956 {
2927 d(s); 2957 d(s);
@@ -2934,6 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
2934 } 2964 }
2935 } 2965 }
2936 } 2966 }
2967 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
2937 } 2968 }
2938 2969
2939 public void TriggerOnRegionStarted(Scene scene) 2970 public void TriggerOnRegionStarted(Scene scene)
@@ -3103,5 +3134,14 @@ namespace OpenSim.Region.Framework.Scenes
3103 } 3134 }
3104 } 3135 }
3105 } 3136 }
3137
3138 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3139 {
3140 ThrottleUpdate handler = OnThrottleUpdate;
3141 if (handler != null)
3142 {
3143 handler(scenePresence);
3144 }
3145 }
3106 } 3146 }
3107} 3147}
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 ad40d6b..c9d1205 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, 1);
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
@@ -1927,23 +1972,32 @@ namespace OpenSim.Region.Framework.Scenes
1927 // build a list of eligible objects 1972 // build a list of eligible objects
1928 List<uint> deleteIDs = new List<uint>(); 1973 List<uint> deleteIDs = new List<uint>();
1929 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1974 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1930 1975 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1931 // Start with true for both, then remove the flags if objects
1932 // that we can't derez are part of the selection
1933 bool permissionToTake = true;
1934 bool permissionToTakeCopy = true;
1935 bool permissionToDelete = true;
1936 1976
1937 foreach (uint localID in localIDs) 1977 foreach (uint localID in localIDs)
1938 { 1978 {
1979 // Start with true for both, then remove the flags if objects
1980 // that we can't derez are part of the selection
1981 bool permissionToTake = true;
1982 bool permissionToTakeCopy = true;
1983 bool permissionToDelete = true;
1984
1939 // Invalid id 1985 // Invalid id
1940 SceneObjectPart part = GetSceneObjectPart(localID); 1986 SceneObjectPart part = GetSceneObjectPart(localID);
1941 if (part == null) 1987 if (part == null)
1988 {
1989 //Client still thinks the object exists, kill it
1990 deleteIDs.Add(localID);
1942 continue; 1991 continue;
1992 }
1943 1993
1944 // Already deleted by someone else 1994 // Already deleted by someone else
1945 if (part.ParentGroup.IsDeleted) 1995 if (part.ParentGroup.IsDeleted)
1996 {
1997 //Client still thinks the object exists, kill it
1998 deleteIDs.Add(localID);
1946 continue; 1999 continue;
2000 }
1947 2001
1948 // Can't delete child prims 2002 // Can't delete child prims
1949 if (part != part.ParentGroup.RootPart) 2003 if (part != part.ParentGroup.RootPart)
@@ -1951,8 +2005,8 @@ namespace OpenSim.Region.Framework.Scenes
1951 2005
1952 SceneObjectGroup grp = part.ParentGroup; 2006 SceneObjectGroup grp = part.ParentGroup;
1953 2007
1954 deleteIDs.Add(localID); 2008 // If child prims have invalid perms, fix them
1955 deleteGroups.Add(grp); 2009 grp.AdjustChildPrimPermissions();
1956 2010
1957 // If child prims have invalid perms, fix them 2011 // If child prims have invalid perms, fix them
1958 grp.AdjustChildPrimPermissions(); 2012 grp.AdjustChildPrimPermissions();
@@ -1973,81 +2027,193 @@ namespace OpenSim.Region.Framework.Scenes
1973 } 2027 }
1974 else 2028 else
1975 { 2029 {
1976 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2030 if (action == DeRezAction.TakeCopy)
2031 {
2032 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2033 permissionToTakeCopy = false;
2034 }
2035 else
2036 {
1977 permissionToTakeCopy = false; 2037 permissionToTakeCopy = false;
1978 2038 }
1979 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2039 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1980 permissionToTake = false; 2040 permissionToTake = false;
1981 2041
1982 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2042 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1983 permissionToDelete = false; 2043 permissionToDelete = false;
1984 } 2044 }
1985 }
1986 2045
1987 // Handle god perms 2046 // Handle god perms
1988 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2047 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1989 { 2048 {
1990 permissionToTake = true; 2049 permissionToTake = true;
1991 permissionToTakeCopy = true; 2050 permissionToTakeCopy = true;
1992 permissionToDelete = true; 2051 permissionToDelete = true;
1993 } 2052 }
1994 2053
1995 // If we're re-saving, we don't even want to delete 2054 // If we're re-saving, we don't even want to delete
1996 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2055 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1997 permissionToDelete = false; 2056 permissionToDelete = false;
1998 2057
1999 // if we want to take a copy, we also don't want to delete 2058 // if we want to take a copy, we also don't want to delete
2000 // Note: after this point, the permissionToTakeCopy flag 2059 // Note: after this point, the permissionToTakeCopy flag
2001 // becomes irrelevant. It already includes the permissionToTake 2060 // becomes irrelevant. It already includes the permissionToTake
2002 // permission and after excluding no copy items here, we can 2061 // permission and after excluding no copy items here, we can
2003 // just use that. 2062 // just use that.
2004 if (action == DeRezAction.TakeCopy) 2063 if (action == DeRezAction.TakeCopy)
2005 { 2064 {
2006 // If we don't have permission, stop right here 2065 // If we don't have permission, stop right here
2007 if (!permissionToTakeCopy) 2066 if (!permissionToTakeCopy)
2008 return; 2067 return;
2009 2068
2010 permissionToTake = true; 2069 permissionToTake = true;
2011 // Don't delete 2070 // Don't delete
2012 permissionToDelete = false; 2071 permissionToDelete = false;
2013 } 2072 }
2014 2073
2015 if (action == DeRezAction.Return) 2074 if (action == DeRezAction.Return)
2016 {
2017 if (remoteClient != null)
2018 { 2075 {
2019 if (Permissions.CanReturnObjects( 2076 if (remoteClient != null)
2020 null,
2021 remoteClient.AgentId,
2022 deleteGroups))
2023 { 2077 {
2024 permissionToTake = true; 2078 if (Permissions.CanReturnObjects(
2025 permissionToDelete = true; 2079 null,
2026 2080 remoteClient.AgentId,
2027 foreach (SceneObjectGroup g in deleteGroups) 2081 new List<SceneObjectGroup>() {grp}))
2028 { 2082 {
2029 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2083 permissionToTake = true;
2084 permissionToDelete = true;
2085
2086 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2030 } 2087 }
2031 } 2088 }
2089 else // Auto return passes through here with null agent
2090 {
2091 permissionToTake = true;
2092 permissionToDelete = true;
2093 }
2032 } 2094 }
2033 else // Auto return passes through here with null agent 2095
2096 if (permissionToTake && (!permissionToDelete))
2097 takeGroups.Add(grp);
2098
2099 if (permissionToDelete)
2034 { 2100 {
2035 permissionToTake = true; 2101 if (permissionToTake)
2036 permissionToDelete = true; 2102 deleteGroups.Add(grp);
2103 deleteIDs.Add(grp.LocalId);
2037 } 2104 }
2038 } 2105 }
2039 2106
2040 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2107 SendKillObject(deleteIDs);
2108
2109 if (deleteGroups.Count > 0)
2041 { 2110 {
2111 foreach (SceneObjectGroup g in deleteGroups)
2112 deleteIDs.Remove(g.LocalId);
2113
2042 m_asyncSceneObjectDeleter.DeleteToInventory( 2114 m_asyncSceneObjectDeleter.DeleteToInventory(
2043 action, destinationID, deleteGroups, remoteClient, 2115 action, destinationID, deleteGroups, remoteClient,
2044 permissionToDelete); 2116 true);
2117 }
2118 if (takeGroups.Count > 0)
2119 {
2120 m_asyncSceneObjectDeleter.DeleteToInventory(
2121 action, destinationID, takeGroups, remoteClient,
2122 false);
2045 } 2123 }
2046 else if (permissionToDelete) 2124 if (deleteIDs.Count > 0)
2047 { 2125 {
2048 foreach (SceneObjectGroup g in deleteGroups) 2126 foreach (SceneObjectGroup g in deleteGroups)
2049 DeleteSceneObject(g, false); 2127 DeleteSceneObject(g, true);
2128 }
2129 }
2130
2131 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2132 {
2133 itemID = UUID.Zero;
2134 if (grp != null)
2135 {
2136 Vector3 inventoryStoredPosition = new Vector3
2137 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2138 ? 250
2139 : grp.AbsolutePosition.X)
2140 ,
2141 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2142 ? 250
2143 : grp.AbsolutePosition.X,
2144 grp.AbsolutePosition.Z);
2145
2146 Vector3 originalPosition = grp.AbsolutePosition;
2147
2148 grp.AbsolutePosition = inventoryStoredPosition;
2149
2150 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2151
2152 grp.AbsolutePosition = originalPosition;
2153
2154 AssetBase asset = CreateAsset(
2155 grp.GetPartName(grp.LocalId),
2156 grp.GetPartDescription(grp.LocalId),
2157 (sbyte)AssetType.Object,
2158 Utils.StringToBytes(sceneObjectXml),
2159 remoteClient.AgentId);
2160 AssetService.Store(asset);
2161
2162 InventoryItemBase item = new InventoryItemBase();
2163 item.CreatorId = grp.RootPart.CreatorID.ToString();
2164 item.CreatorData = grp.RootPart.CreatorData;
2165 item.Owner = remoteClient.AgentId;
2166 item.ID = UUID.Random();
2167 item.AssetID = asset.FullID;
2168 item.Description = asset.Description;
2169 item.Name = asset.Name;
2170 item.AssetType = asset.Type;
2171 item.InvType = (int)InventoryType.Object;
2172
2173 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2174 if (folder != null)
2175 item.Folder = folder.ID;
2176 else // oopsies
2177 item.Folder = UUID.Zero;
2178
2179 // Set up base perms properly
2180 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2181 permsBase &= grp.RootPart.BaseMask;
2182 permsBase |= (uint)PermissionMask.Move;
2183
2184 // Make sure we don't lock it
2185 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2186
2187 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2188 {
2189 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2190 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2191 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2192 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2193 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2194 }
2195 else
2196 {
2197 item.BasePermissions = permsBase;
2198 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2199 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2200 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2201 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2202 }
2203 item.CreationDate = Util.UnixTimeSinceEpoch();
2204
2205 // sets itemID so client can show item as 'attached' in inventory
2206 grp.FromItemID = item.ID;
2207
2208 if (AddInventoryItem(item))
2209 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2210 else
2211 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2212
2213 itemID = item.ID;
2214 return item.AssetID;
2050 } 2215 }
2216 return UUID.Zero;
2051 } 2217 }
2052 2218
2053 /// <summary> 2219 /// <summary>
@@ -2177,6 +2343,9 @@ namespace OpenSim.Region.Framework.Scenes
2177 2343
2178 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2344 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2179 { 2345 {
2346 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2347 return;
2348
2180 SceneObjectPart part = GetSceneObjectPart(objectID); 2349 SceneObjectPart part = GetSceneObjectPart(objectID);
2181 if (part == null) 2350 if (part == null)
2182 return; 2351 return;
@@ -2233,7 +2402,10 @@ namespace OpenSim.Region.Framework.Scenes
2233 } 2402 }
2234 else 2403 else
2235 { 2404 {
2236 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2405 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2406 continue;
2407
2408 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2237 continue; 2409 continue;
2238 2410
2239 if (sog.GroupID != groupID) 2411 if (sog.GroupID != groupID)
@@ -2345,6 +2517,12 @@ namespace OpenSim.Region.Framework.Scenes
2345 } 2517 }
2346 2518
2347 m_sceneGraph.LinkObjects(root, children); 2519 m_sceneGraph.LinkObjects(root, children);
2520
2521 ScenePresence sp;
2522 if (TryGetScenePresence(agentId, out sp))
2523 {
2524 root.SendPropertiesToClient(sp.ControllingClient);
2525 }
2348 } 2526 }
2349 2527
2350 private string PermissionString(uint permissions) 2528 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1ad5edd..6a0f472 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;
@@ -173,11 +173,13 @@ 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 AgentCircuitManager m_authenticateHandler; 180 protected AgentCircuitManager m_authenticateHandler;
180 protected SceneCommunicationService m_sceneGridService; 181 protected SceneCommunicationService m_sceneGridService;
182 protected ISnmpModule m_snmpService = null;
181 183
182 protected ISimulationDataService m_SimulationDataService; 184 protected ISimulationDataService m_SimulationDataService;
183 protected IEstateDataService m_EstateDataService; 185 protected IEstateDataService m_EstateDataService;
@@ -240,8 +242,8 @@ namespace OpenSim.Region.Framework.Scenes
240 private int m_update_presences = 1; // Update scene presence movements 242 private int m_update_presences = 1; // Update scene presence movements
241 private int m_update_events = 1; 243 private int m_update_events = 1;
242 private int m_update_backup = 200; 244 private int m_update_backup = 200;
243 private int m_update_terrain = 50; 245 private int m_update_terrain = 1000;
244// private int m_update_land = 1; 246 private int m_update_land = 10;
245 private int m_update_coarse_locations = 50; 247 private int m_update_coarse_locations = 50;
246 248
247 private int agentMS; 249 private int agentMS;
@@ -254,13 +256,13 @@ namespace OpenSim.Region.Framework.Scenes
254 private int backupMS; 256 private int backupMS;
255 private int terrainMS; 257 private int terrainMS;
256 private int landMS; 258 private int landMS;
257 private int spareMS;
258 259
259 /// <summary> 260 /// <summary>
260 /// Tick at which the last frame was processed. 261 /// Tick at which the last frame was processed.
261 /// </summary> 262 /// </summary>
262 private int m_lastFrameTick; 263 private int m_lastFrameTick;
263 264
265 public bool CombineRegions = false;
264 /// <summary> 266 /// <summary>
265 /// Tick at which the last maintenance run occurred. 267 /// Tick at which the last maintenance run occurred.
266 /// </summary> 268 /// </summary>
@@ -291,6 +293,11 @@ namespace OpenSim.Region.Framework.Scenes
291 /// </summary> 293 /// </summary>
292 private int m_LastLogin; 294 private int m_LastLogin;
293 295
296 private int m_lastIncoming;
297 private int m_lastOutgoing;
298 private int m_hbRestarts = 0;
299
300
294 /// <summary> 301 /// <summary>
295 /// Thread that runs the scene loop. 302 /// Thread that runs the scene loop.
296 /// </summary> 303 /// </summary>
@@ -331,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
331 private volatile bool m_active; 338 private volatile bool m_active;
332 339
333// private int m_lastUpdate; 340// private int m_lastUpdate;
334// private bool m_firstHeartbeat = true; 341 private bool m_firstHeartbeat = true;
335 342
336 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 343 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
337 private bool m_reprioritizationEnabled = true; 344 private bool m_reprioritizationEnabled = true;
@@ -376,6 +383,19 @@ namespace OpenSim.Region.Framework.Scenes
376 get { return m_sceneGridService; } 383 get { return m_sceneGridService; }
377 } 384 }
378 385
386 public ISnmpModule SnmpService
387 {
388 get
389 {
390 if (m_snmpService == null)
391 {
392 m_snmpService = RequestModuleInterface<ISnmpModule>();
393 }
394
395 return m_snmpService;
396 }
397 }
398
379 public ISimulationDataService SimulationDataService 399 public ISimulationDataService SimulationDataService
380 { 400 {
381 get 401 get
@@ -674,6 +694,8 @@ namespace OpenSim.Region.Framework.Scenes
674 m_SimulationDataService = simDataService; 694 m_SimulationDataService = simDataService;
675 m_EstateDataService = estateDataService; 695 m_EstateDataService = estateDataService;
676 m_regionHandle = RegionInfo.RegionHandle; 696 m_regionHandle = RegionInfo.RegionHandle;
697 m_lastIncoming = 0;
698 m_lastOutgoing = 0;
677 699
678 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 700 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
679 m_asyncSceneObjectDeleter.Enabled = true; 701 m_asyncSceneObjectDeleter.Enabled = true;
@@ -761,132 +783,141 @@ namespace OpenSim.Region.Framework.Scenes
761 783
762 // Region config overrides global config 784 // Region config overrides global config
763 // 785 //
764 if (m_config.Configs["Startup"] != null) 786 try
765 { 787 {
766 IConfig startupConfig = m_config.Configs["Startup"]; 788 if (m_config.Configs["Startup"] != null)
767
768 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
769
770 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
771 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
772 if (!m_useBackup)
773 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
774
775 //Animation states
776 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
777
778 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
779
780 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
781 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
782
783 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
784 if (RegionInfo.NonphysPrimMin > 0)
785 { 789 {
786 m_minNonphys = RegionInfo.NonphysPrimMin; 790 IConfig startupConfig = m_config.Configs["Startup"];
787 }
788 791
789 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 792 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
790 if (RegionInfo.NonphysPrimMax > 0)
791 {
792 m_maxNonphys = RegionInfo.NonphysPrimMax;
793 }
794 793
795 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 794 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
796 if (RegionInfo.PhysPrimMin > 0) 795 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
797 { 796 if (!m_useBackup)
798 m_minPhys = RegionInfo.PhysPrimMin; 797 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
799 } 798
799 //Animation states
800 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
800 801
801 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 802 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
802 if (RegionInfo.PhysPrimMax > 0) 803 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
803 {
804 m_maxPhys = RegionInfo.PhysPrimMax;
805 }
806 804
807 // Here, if clamping is requested in either global or 805 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
808 // local config, it will be used 806 if (RegionInfo.NonphysPrimMin > 0)
809 // 807 {
810 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 808 m_minNonphys = RegionInfo.NonphysPrimMin;
811 if (RegionInfo.ClampPrimSize) 809 }
812 {
813 m_clampPrimSize = true;
814 }
815 810
816 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 811 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
817 if (RegionInfo.LinksetCapacity > 0) 812 if (RegionInfo.NonphysPrimMax > 0)
818 { 813 {
819 m_linksetCapacity = RegionInfo.LinksetCapacity; 814 m_maxNonphys = RegionInfo.NonphysPrimMax;
820 } 815 }
821 816
822 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 817 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
823 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 818 if (RegionInfo.PhysPrimMin > 0)
824 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 819 {
825 m_dontPersistBefore = 820 m_minPhys = RegionInfo.PhysPrimMin;
826 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 821 }
827 m_dontPersistBefore *= 10000000;
828 m_persistAfter =
829 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
830 m_persistAfter *= 10000000;
831 822
832 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 823 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
833 824
834 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 825 if (RegionInfo.PhysPrimMax > 0)
835 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 826 {
827 m_maxPhys = RegionInfo.PhysPrimMax;
828 }
836 829
837 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 830 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
831 if (RegionInfo.LinksetCapacity > 0)
832 {
833 m_linksetCapacity = RegionInfo.LinksetCapacity;
834 }
838 835
839 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 836 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
840 if (m_generateMaptiles) 837 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
841 { 838
842 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 839 // Here, if clamping is requested in either global or
843 if (maptileRefresh != 0) 840 // local config, it will be used
841 //
842 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
843 if (RegionInfo.ClampPrimSize)
844 { 844 {
845 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 845 m_clampPrimSize = true;
846 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
847 m_mapGenerationTimer.AutoReset = true;
848 m_mapGenerationTimer.Start();
849 } 846 }
850 }
851 else
852 {
853 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
854 UUID tileID;
855 847
856 if (UUID.TryParse(tile, out tileID)) 848 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
849 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
850 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
851 m_dontPersistBefore =
852 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
853 m_dontPersistBefore *= 10000000;
854 m_persistAfter =
855 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
856 m_persistAfter *= 10000000;
857
858 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
859 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
860
861 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
862 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
863 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
864
865 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
866 if (m_generateMaptiles)
857 { 867 {
858 RegionInfo.RegionSettings.TerrainImageID = tileID; 868 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
869 if (maptileRefresh != 0)
870 {
871 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
872 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
873 m_mapGenerationTimer.AutoReset = true;
874 m_mapGenerationTimer.Start();
875 }
859 } 876 }
860 } 877 else
878 {
879 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
880 UUID tileID;
861 881
862 string grant = startupConfig.GetString("AllowedClients", String.Empty); 882 if (UUID.TryParse(tile, out tileID))
863 if (grant.Length > 0) 883 {
864 { 884 RegionInfo.RegionSettings.TerrainImageID = tileID;
865 foreach (string viewer in grant.Split('|')) 885 }
886 }
887
888 string grant = startupConfig.GetString("AllowedClients", String.Empty);
889 if (grant.Length > 0)
866 { 890 {
867 m_AllowedViewers.Add(viewer.Trim().ToLower()); 891 foreach (string viewer in grant.Split(','))
892 {
893 m_AllowedViewers.Add(viewer.Trim().ToLower());
894 }
868 } 895 }
869 }
870 896
871 grant = startupConfig.GetString("BannedClients", String.Empty); 897 grant = startupConfig.GetString("BannedClients", String.Empty);
872 if (grant.Length > 0) 898 if (grant.Length > 0)
873 {
874 foreach (string viewer in grant.Split('|'))
875 { 899 {
876 m_BannedViewers.Add(viewer.Trim().ToLower()); 900 foreach (string viewer in grant.Split(','))
901 {
902 m_BannedViewers.Add(viewer.Trim().ToLower());
903 }
877 } 904 }
878 }
879 905
880 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 906 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
881 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 907 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
882 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 908 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
883 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 909 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
884 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 910 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
885 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 911 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
886 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 912 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
887 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 913 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
888 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 914 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
889 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 915 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
916 }
917 }
918 catch (Exception e)
919 {
920 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
890 } 921 }
891 922
892 // FIXME: Ultimately this should be in a module. 923 // FIXME: Ultimately this should be in a module.
@@ -931,6 +962,8 @@ namespace OpenSim.Region.Framework.Scenes
931 StatsReporter = new SimStatsReporter(this); 962 StatsReporter = new SimStatsReporter(this);
932 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 963 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
933 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 964 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
965
966 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
934 } 967 }
935 968
936 public Scene(RegionInfo regInfo) : base(regInfo) 969 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1299,9 +1332,11 @@ namespace OpenSim.Region.Framework.Scenes
1299 // Stop all client threads. 1332 // Stop all client threads.
1300 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1333 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1301 1334
1302 m_log.Debug("[SCENE]: Persisting changed objects"); 1335 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1303 EventManager.TriggerSceneShuttingDown(this); 1336 EventManager.TriggerSceneShuttingDown(this);
1304 1337
1338 m_log.Debug("[SCENE]: Persisting changed objects");
1339
1305 EntityBase[] entities = GetEntities(); 1340 EntityBase[] entities = GetEntities();
1306 foreach (EntityBase entity in entities) 1341 foreach (EntityBase entity in entities)
1307 { 1342 {
@@ -1311,6 +1346,7 @@ namespace OpenSim.Region.Framework.Scenes
1311 } 1346 }
1312 } 1347 }
1313 1348
1349 m_log.Debug("[SCENE]: Graph close");
1314 m_sceneGraph.Close(); 1350 m_sceneGraph.Close();
1315 1351
1316 if (!GridService.DeregisterRegion(RegionInfo.RegionID)) 1352 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
@@ -1323,6 +1359,7 @@ namespace OpenSim.Region.Framework.Scenes
1323 // attempt to reference a null or disposed physics scene. 1359 // attempt to reference a null or disposed physics scene.
1324 if (PhysicsScene != null) 1360 if (PhysicsScene != null)
1325 { 1361 {
1362 m_log.Debug("[SCENE]: Dispose Physics");
1326 PhysicsScene phys = PhysicsScene; 1363 PhysicsScene phys = PhysicsScene;
1327 // remove the physics engine from both Scene and SceneGraph 1364 // remove the physics engine from both Scene and SceneGraph
1328 PhysicsScene = null; 1365 PhysicsScene = null;
@@ -1345,11 +1382,29 @@ namespace OpenSim.Region.Framework.Scenes
1345 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1382 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1346 if (m_heartbeatThread != null) 1383 if (m_heartbeatThread != null)
1347 { 1384 {
1385 m_hbRestarts++;
1386 if(m_hbRestarts > 10)
1387 Environment.Exit(1);
1388 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1389
1390//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1391//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1392//proc.EnableRaisingEvents=false;
1393//proc.StartInfo.FileName = "/bin/kill";
1394//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1395//proc.Start();
1396//proc.WaitForExit();
1397//Thread.Sleep(1000);
1398//Environment.Exit(1);
1348 m_heartbeatThread.Abort(); 1399 m_heartbeatThread.Abort();
1400 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1349 m_heartbeatThread = null; 1401 m_heartbeatThread = null;
1350 } 1402 }
1351// m_lastUpdate = Util.EnvironmentTickCount(); 1403// m_lastUpdate = Util.EnvironmentTickCount();
1352 1404
1405// m_sceneGraph.PreparePhysicsSimulation();
1406
1407
1353 m_heartbeatThread 1408 m_heartbeatThread
1354 = Watchdog.StartThread( 1409 = Watchdog.StartThread(
1355 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1410 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1492,16 +1547,20 @@ namespace OpenSim.Region.Framework.Scenes
1492 endFrame = Frame + frames; 1547 endFrame = Frame + frames;
1493 1548
1494 float physicsFPS = 0f; 1549 float physicsFPS = 0f;
1495 int previousFrameTick, tmpMS; 1550 int tmpMS;
1496 int maintc = Util.EnvironmentTickCount(); 1551 int previousFrameTick;
1552 int maintc;
1553 int sleepMS;
1554 int framestart;
1497 1555
1498 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1556 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1499 { 1557 {
1558 framestart = Util.EnvironmentTickCount();
1500 ++Frame; 1559 ++Frame;
1501 1560
1502// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1561// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1503 1562
1504 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1563 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1505 1564
1506 try 1565 try
1507 { 1566 {
@@ -1553,6 +1612,7 @@ namespace OpenSim.Region.Framework.Scenes
1553 m_sceneGraph.UpdatePresences(); 1612 m_sceneGraph.UpdatePresences();
1554 1613
1555 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1614 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1615
1556 1616
1557 // Delete temp-on-rez stuff 1617 // Delete temp-on-rez stuff
1558 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1618 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1634,34 +1694,37 @@ namespace OpenSim.Region.Framework.Scenes
1634 1694
1635 Watchdog.UpdateThread(); 1695 Watchdog.UpdateThread();
1636 1696
1697 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1698
1699 StatsReporter.AddPhysicsFPS(physicsFPS);
1700 StatsReporter.AddTimeDilation(TimeDilation);
1701 StatsReporter.AddFPS(1);
1702
1703 StatsReporter.addAgentMS(agentMS);
1704 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1705 StatsReporter.addOtherMS(otherMS);
1706 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1707
1637 previousFrameTick = m_lastFrameTick; 1708 previousFrameTick = m_lastFrameTick;
1638 m_lastFrameTick = Util.EnvironmentTickCount(); 1709 m_lastFrameTick = Util.EnvironmentTickCount();
1639 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1710 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1640 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1711 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1641 1712
1713 m_firstHeartbeat = false;
1714
1715 sleepMS = Util.EnvironmentTickCount();
1716
1642 if (tmpMS > 0) 1717 if (tmpMS > 0)
1643 {
1644 Thread.Sleep(tmpMS); 1718 Thread.Sleep(tmpMS);
1645 spareMS += tmpMS;
1646 }
1647 1719
1648 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1720 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1649 maintc = Util.EnvironmentTickCount(); 1721 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1650 1722 StatsReporter.addSleepMS(sleepMS);
1651 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1723 StatsReporter.addFrameMS(frameMS);
1652 1724
1653 // if (Frame%m_update_avatars == 0) 1725 // if (Frame%m_update_avatars == 0)
1654 // UpdateInWorldTime(); 1726 // UpdateInWorldTime();
1655 StatsReporter.AddPhysicsFPS(physicsFPS);
1656 StatsReporter.AddTimeDilation(TimeDilation);
1657 StatsReporter.AddFPS(1);
1658 1727
1659 StatsReporter.addFrameMS(frameMS);
1660 StatsReporter.addAgentMS(agentMS);
1661 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1662 StatsReporter.addOtherMS(otherMS);
1663 StatsReporter.AddSpareMS(spareMS);
1664 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1665 1728
1666 // Optionally warn if a frame takes double the amount of time that it should. 1729 // Optionally warn if a frame takes double the amount of time that it should.
1667 if (DebugUpdates 1730 if (DebugUpdates
@@ -1779,7 +1842,7 @@ namespace OpenSim.Region.Framework.Scenes
1779 msg.fromAgentName = "Server"; 1842 msg.fromAgentName = "Server";
1780 msg.dialog = (byte)19; // Object msg 1843 msg.dialog = (byte)19; // Object msg
1781 msg.fromGroup = false; 1844 msg.fromGroup = false;
1782 msg.offline = (byte)0; 1845 msg.offline = (byte)1;
1783 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1846 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1784 msg.Position = Vector3.Zero; 1847 msg.Position = Vector3.Zero;
1785 msg.RegionID = RegionInfo.RegionID.Guid; 1848 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2001,6 +2064,19 @@ namespace OpenSim.Region.Framework.Scenes
2001 EventManager.TriggerPrimsLoaded(this); 2064 EventManager.TriggerPrimsLoaded(this);
2002 } 2065 }
2003 2066
2067 public bool SuportsRayCastFiltered()
2068 {
2069 if (PhysicsScene == null)
2070 return false;
2071 return PhysicsScene.SuportsRaycastWorldFiltered();
2072 }
2073
2074 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2075 {
2076 if (PhysicsScene == null)
2077 return null;
2078 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
2079 }
2004 2080
2005 /// <summary> 2081 /// <summary>
2006 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 2082 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -2017,14 +2093,24 @@ namespace OpenSim.Region.Framework.Scenes
2017 /// <returns></returns> 2093 /// <returns></returns>
2018 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2094 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2019 { 2095 {
2096
2097 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2098 Vector3 wpos = Vector3.Zero;
2099 // Check for water surface intersection from above
2100 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2101 {
2102 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2103 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2104 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2105 wpos.Z = wheight;
2106 }
2107
2020 Vector3 pos = Vector3.Zero; 2108 Vector3 pos = Vector3.Zero;
2021 if (RayEndIsIntersection == (byte)1) 2109 if (RayEndIsIntersection == (byte)1)
2022 { 2110 {
2023 pos = RayEnd; 2111 pos = RayEnd;
2024 return pos;
2025 } 2112 }
2026 2113 else if (RayTargetID != UUID.Zero)
2027 if (RayTargetID != UUID.Zero)
2028 { 2114 {
2029 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2115 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2030 2116
@@ -2046,7 +2132,7 @@ namespace OpenSim.Region.Framework.Scenes
2046 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2132 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2047 2133
2048 // Un-comment out the following line to Get Raytrace results printed to the console. 2134 // Un-comment out the following line to Get Raytrace results printed to the console.
2049 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2135 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2050 float ScaleOffset = 0.5f; 2136 float ScaleOffset = 0.5f;
2051 2137
2052 // If we hit something 2138 // If we hit something
@@ -2069,13 +2155,10 @@ namespace OpenSim.Region.Framework.Scenes
2069 //pos.Z -= 0.25F; 2155 //pos.Z -= 0.25F;
2070 2156
2071 } 2157 }
2072
2073 return pos;
2074 } 2158 }
2075 else 2159 else
2076 { 2160 {
2077 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2161 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2078
2079 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2162 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2080 2163
2081 // Un-comment the following line to print the raytrace results to the console. 2164 // Un-comment the following line to print the raytrace results to the console.
@@ -2084,13 +2167,12 @@ namespace OpenSim.Region.Framework.Scenes
2084 if (ei.HitTF) 2167 if (ei.HitTF)
2085 { 2168 {
2086 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2169 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2087 } else 2170 }
2171 else
2088 { 2172 {
2089 // fall back to our stupid functionality 2173 // fall back to our stupid functionality
2090 pos = RayEnd; 2174 pos = RayEnd;
2091 } 2175 }
2092
2093 return pos;
2094 } 2176 }
2095 } 2177 }
2096 else 2178 else
@@ -2101,8 +2183,12 @@ namespace OpenSim.Region.Framework.Scenes
2101 //increase height so its above the ground. 2183 //increase height so its above the ground.
2102 //should be getting the normal of the ground at the rez point and using that? 2184 //should be getting the normal of the ground at the rez point and using that?
2103 pos.Z += scale.Z / 2f; 2185 pos.Z += scale.Z / 2f;
2104 return pos; 2186// return pos;
2105 } 2187 }
2188
2189 // check against posible water intercept
2190 if (wpos.Z > pos.Z) pos = wpos;
2191 return pos;
2106 } 2192 }
2107 2193
2108 2194
@@ -2193,12 +2279,12 @@ namespace OpenSim.Region.Framework.Scenes
2193 { 2279 {
2194 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2280 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2195 { 2281 {
2282 sceneObject.IsDeleted = false;
2196 EventManager.TriggerObjectAddedToScene(sceneObject); 2283 EventManager.TriggerObjectAddedToScene(sceneObject);
2197 return true; 2284 return true;
2198 } 2285 }
2199 2286
2200 return false; 2287 return false;
2201
2202 } 2288 }
2203 2289
2204 /// <summary> 2290 /// <summary>
@@ -2290,6 +2376,15 @@ namespace OpenSim.Region.Framework.Scenes
2290 /// </summary> 2376 /// </summary>
2291 public void DeleteAllSceneObjects() 2377 public void DeleteAllSceneObjects()
2292 { 2378 {
2379 DeleteAllSceneObjects(false);
2380 }
2381
2382 /// <summary>
2383 /// Delete every object from the scene. This does not include attachments worn by avatars.
2384 /// </summary>
2385 public void DeleteAllSceneObjects(bool exceptNoCopy)
2386 {
2387 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2293 lock (Entities) 2388 lock (Entities)
2294 { 2389 {
2295 EntityBase[] entities = Entities.GetEntities(); 2390 EntityBase[] entities = Entities.GetEntities();
@@ -2298,11 +2393,24 @@ namespace OpenSim.Region.Framework.Scenes
2298 if (e is SceneObjectGroup) 2393 if (e is SceneObjectGroup)
2299 { 2394 {
2300 SceneObjectGroup sog = (SceneObjectGroup)e; 2395 SceneObjectGroup sog = (SceneObjectGroup)e;
2301 if (!sog.IsAttachment) 2396 if (sog != null && !sog.IsAttachment)
2302 DeleteSceneObject((SceneObjectGroup)e, false); 2397 {
2398 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2399 {
2400 DeleteSceneObject((SceneObjectGroup)e, false);
2401 }
2402 else
2403 {
2404 toReturn.Add((SceneObjectGroup)e);
2405 }
2406 }
2303 } 2407 }
2304 } 2408 }
2305 } 2409 }
2410 if (toReturn.Count > 0)
2411 {
2412 returnObjects(toReturn.ToArray(), UUID.Zero);
2413 }
2306 } 2414 }
2307 2415
2308 /// <summary> 2416 /// <summary>
@@ -2337,6 +2445,12 @@ namespace OpenSim.Region.Framework.Scenes
2337 2445
2338 foreach (SceneObjectPart part in partList) 2446 foreach (SceneObjectPart part in partList)
2339 { 2447 {
2448 if (part.KeyframeMotion != null)
2449 {
2450 part.KeyframeMotion.Delete();
2451 part.KeyframeMotion = null;
2452 }
2453
2340 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2454 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2341 { 2455 {
2342 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2456 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2354,6 +2468,8 @@ namespace OpenSim.Region.Framework.Scenes
2354 } 2468 }
2355 2469
2356 group.DeleteGroupFromScene(silent); 2470 group.DeleteGroupFromScene(silent);
2471 if (!silent)
2472 SendKillObject(new List<uint>() { group.LocalId });
2357 2473
2358// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2474// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2359 } 2475 }
@@ -2644,7 +2760,7 @@ namespace OpenSim.Region.Framework.Scenes
2644 // If the user is banned, we won't let any of their objects 2760 // If the user is banned, we won't let any of their objects
2645 // enter. Period. 2761 // enter. Period.
2646 // 2762 //
2647 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2763 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2648 { 2764 {
2649 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2765 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2650 return false; 2766 return false;
@@ -2652,6 +2768,8 @@ namespace OpenSim.Region.Framework.Scenes
2652 2768
2653 if (newPosition != Vector3.Zero) 2769 if (newPosition != Vector3.Zero)
2654 newObject.RootPart.GroupPosition = newPosition; 2770 newObject.RootPart.GroupPosition = newPosition;
2771 if (newObject.RootPart.KeyframeMotion != null)
2772 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2655 2773
2656 if (!AddSceneObject(newObject)) 2774 if (!AddSceneObject(newObject))
2657 { 2775 {
@@ -2696,6 +2814,23 @@ namespace OpenSim.Region.Framework.Scenes
2696 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2814 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2697 public bool AddSceneObject(SceneObjectGroup sceneObject) 2815 public bool AddSceneObject(SceneObjectGroup sceneObject)
2698 { 2816 {
2817 if (sceneObject.OwnerID == UUID.Zero)
2818 {
2819 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2820 return false;
2821 }
2822
2823 // If the user is banned, we won't let any of their objects
2824 // enter. Period.
2825 //
2826 int flags = GetUserFlags(sceneObject.OwnerID);
2827 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2828 {
2829 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2830
2831 return false;
2832 }
2833
2699 // Force allocation of new LocalId 2834 // Force allocation of new LocalId
2700 // 2835 //
2701 SceneObjectPart[] parts = sceneObject.Parts; 2836 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2729,16 +2864,27 @@ namespace OpenSim.Region.Framework.Scenes
2729 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2864 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2730 2865
2731 if (AttachmentsModule != null) 2866 if (AttachmentsModule != null)
2732 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2867 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2733 } 2868 }
2734 else 2869 else
2735 { 2870 {
2871 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2736 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2872 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2737 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2873 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2738 } 2874 }
2875 if (sceneObject.OwnerID == UUID.Zero)
2876 {
2877 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2878 return false;
2879 }
2739 } 2880 }
2740 else 2881 else
2741 { 2882 {
2883 if (sceneObject.OwnerID == UUID.Zero)
2884 {
2885 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2886 return false;
2887 }
2742 AddRestoredSceneObject(sceneObject, true, false); 2888 AddRestoredSceneObject(sceneObject, true, false);
2743 } 2889 }
2744 2890
@@ -2755,6 +2901,24 @@ namespace OpenSim.Region.Framework.Scenes
2755 return 2; // StateSource.PrimCrossing 2901 return 2; // StateSource.PrimCrossing
2756 } 2902 }
2757 2903
2904 public int GetUserFlags(UUID user)
2905 {
2906 //Unfortunately the SP approach means that the value is cached until region is restarted
2907 /*
2908 ScenePresence sp;
2909 if (TryGetScenePresence(user, out sp))
2910 {
2911 return sp.UserFlags;
2912 }
2913 else
2914 {
2915 */
2916 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2917 if (uac == null)
2918 return 0;
2919 return uac.UserFlags;
2920 //}
2921 }
2758 #endregion 2922 #endregion
2759 2923
2760 #region Add/Remove Avatar Methods 2924 #region Add/Remove Avatar Methods
@@ -2787,7 +2951,7 @@ namespace OpenSim.Region.Framework.Scenes
2787 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2951 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2788 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2952 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2789 2953
2790 // CheckHeartbeat(); 2954 CheckHeartbeat();
2791 2955
2792 sp = GetScenePresence(client.AgentId); 2956 sp = GetScenePresence(client.AgentId);
2793 2957
@@ -2931,19 +3095,14 @@ namespace OpenSim.Region.Framework.Scenes
2931 // and the scene presence and the client, if they exist 3095 // and the scene presence and the client, if they exist
2932 try 3096 try
2933 { 3097 {
2934 // We need to wait for the client to make UDP contact first. 3098 ScenePresence sp = GetScenePresence(agentID);
2935 // It's the UDP contact that creates the scene presence 3099
2936 ScenePresence sp = WaitGetScenePresence(agentID);
2937 if (sp != null) 3100 if (sp != null)
2938 { 3101 {
2939 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3102 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2940
2941 sp.ControllingClient.Close(); 3103 sp.ControllingClient.Close();
2942 } 3104 }
2943 else 3105
2944 {
2945 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2946 }
2947 // BANG! SLASH! 3106 // BANG! SLASH!
2948 m_authenticateHandler.RemoveCircuit(agentID); 3107 m_authenticateHandler.RemoveCircuit(agentID);
2949 3108
@@ -2988,6 +3147,8 @@ namespace OpenSim.Region.Framework.Scenes
2988 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3147 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2989 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3148 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2990 3149
3150 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3151
2991 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3152 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2992 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3153 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2993 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3154 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3044,6 +3205,7 @@ namespace OpenSim.Region.Framework.Scenes
3044 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3205 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3045 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3206 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3046 client.OnCopyInventoryItem += CopyInventoryItem; 3207 client.OnCopyInventoryItem += CopyInventoryItem;
3208 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3047 client.OnMoveInventoryItem += MoveInventoryItem; 3209 client.OnMoveInventoryItem += MoveInventoryItem;
3048 client.OnRemoveInventoryItem += RemoveInventoryItem; 3210 client.OnRemoveInventoryItem += RemoveInventoryItem;
3049 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3211 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3115,6 +3277,8 @@ namespace OpenSim.Region.Framework.Scenes
3115 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3277 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3116 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3278 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3117 3279
3280 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3281
3118 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3282 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3119 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3283 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3120 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3284 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3217,7 +3381,7 @@ namespace OpenSim.Region.Framework.Scenes
3217 /// </summary> 3381 /// </summary>
3218 /// <param name="agentId">The avatar's Unique ID</param> 3382 /// <param name="agentId">The avatar's Unique ID</param>
3219 /// <param name="client">The IClientAPI for the client</param> 3383 /// <param name="client">The IClientAPI for the client</param>
3220 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3384 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3221 { 3385 {
3222 if (EntityTransferModule != null) 3386 if (EntityTransferModule != null)
3223 { 3387 {
@@ -3228,6 +3392,7 @@ namespace OpenSim.Region.Framework.Scenes
3228 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3392 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3229 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3393 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3230 } 3394 }
3395 return false;
3231 } 3396 }
3232 3397
3233 /// <summary> 3398 /// <summary>
@@ -3337,6 +3502,16 @@ namespace OpenSim.Region.Framework.Scenes
3337 /// <param name="flags"></param> 3502 /// <param name="flags"></param>
3338 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3503 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3339 { 3504 {
3505 //Add half the avatar's height so that the user doesn't fall through prims
3506 ScenePresence presence;
3507 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3508 {
3509 if (presence.Appearance != null)
3510 {
3511 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3512 }
3513 }
3514
3340 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3515 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3341 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3516 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3342 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3517 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3474,6 +3649,7 @@ namespace OpenSim.Region.Framework.Scenes
3474 // It's possible for child agents to have transactions if changes are being made cross-border. 3649 // It's possible for child agents to have transactions if changes are being made cross-border.
3475 if (AgentTransactionsModule != null) 3650 if (AgentTransactionsModule != null)
3476 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3651 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3652 m_log.Debug("[Scene] The avatar has left the building");
3477 } 3653 }
3478 catch (Exception e) 3654 catch (Exception e)
3479 { 3655 {
@@ -3666,38 +3842,39 @@ namespace OpenSim.Region.Framework.Scenes
3666 agent.firstname, agent.lastname, agent.Viewer); 3842 agent.firstname, agent.lastname, agent.Viewer);
3667 reason = "Access denied, your viewer is banned by the region owner"; 3843 reason = "Access denied, your viewer is banned by the region owner";
3668 return false; 3844 return false;
3669 } 3845 }
3846
3847
3848 ScenePresence sp = GetScenePresence(agent.AgentID);
3670 3849
3671 ILandObject land; 3850 if (sp != null && !sp.IsChildAgent)
3851 {
3852 // We have a zombie from a crashed session.
3853 // Or the same user is trying to be root twice here, won't work.
3854 // Kill it.
3855 m_log.WarnFormat(
3856 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3857 sp.Name, sp.UUID, RegionInfo.RegionName);
3858
3859 sp.ControllingClient.Close(true, true);
3860 sp = null;
3861 }
3672 3862
3673 lock (agent) 3863 lock (agent)
3674 { 3864 {
3675 ScenePresence sp = GetScenePresence(agent.AgentID);
3676
3677 if (sp != null && !sp.IsChildAgent)
3678 {
3679 // We have a zombie from a crashed session.
3680 // Or the same user is trying to be root twice here, won't work.
3681 // Kill it.
3682 m_log.WarnFormat(
3683 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3684 sp.Name, sp.UUID, RegionInfo.RegionName);
3685
3686 sp.ControllingClient.Close(true);
3687 sp = null;
3688 }
3689
3690 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3691
3692 //On login test land permisions 3865 //On login test land permisions
3693 if (vialogin) 3866 if (vialogin)
3694 { 3867 {
3695 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3868 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3869 if (cache != null)
3870 cache.Remove(agent.firstname + " " + agent.lastname);
3871 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3696 { 3872 {
3873 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3697 return false; 3874 return false;
3698 } 3875 }
3699 } 3876 }
3700 3877
3701 if (sp == null) // We don't have an [child] agent here already 3878 if (sp == null) // We don't have an [child] agent here already
3702 { 3879 {
3703 if (requirePresenceLookup) 3880 if (requirePresenceLookup)
@@ -3706,34 +3883,36 @@ namespace OpenSim.Region.Framework.Scenes
3706 { 3883 {
3707 if (!VerifyUserPresence(agent, out reason)) 3884 if (!VerifyUserPresence(agent, out reason))
3708 return false; 3885 return false;
3709 } 3886 } catch (Exception e)
3710 catch (Exception e)
3711 { 3887 {
3712 m_log.ErrorFormat( 3888 m_log.ErrorFormat(
3713 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3889 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3714
3715 return false; 3890 return false;
3716 } 3891 }
3717 } 3892 }
3718 3893
3719 try 3894 try
3720 { 3895 {
3721 if (!AuthorizeUser(agent, out reason)) 3896 // Always check estate if this is a login. Always
3722 return false; 3897 // check if banned regions are to be blacked out.
3898 if (vialogin || (!m_seeIntoBannedRegion))
3899 {
3900 if (!AuthorizeUser(agent, out reason))
3901 return false;
3902 }
3723 } 3903 }
3724 catch (Exception e) 3904 catch (Exception e)
3725 { 3905 {
3726 m_log.ErrorFormat( 3906 m_log.ErrorFormat(
3727 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3907 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3728
3729 return false; 3908 return false;
3730 } 3909 }
3731 3910
3732 m_log.InfoFormat( 3911 m_log.InfoFormat(
3733 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3912 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3734 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3913 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3735 agent.AgentID, agent.circuitcode); 3914 agent.AgentID, agent.circuitcode);
3736 3915
3737 if (CapsModule != null) 3916 if (CapsModule != null)
3738 { 3917 {
3739 CapsModule.SetAgentCapsSeeds(agent); 3918 CapsModule.SetAgentCapsSeeds(agent);
@@ -3745,15 +3924,15 @@ namespace OpenSim.Region.Framework.Scenes
3745 // Let the SP know how we got here. This has a lot of interesting 3924 // Let the SP know how we got here. This has a lot of interesting
3746 // uses down the line. 3925 // uses down the line.
3747 sp.TeleportFlags = (TPFlags)teleportFlags; 3926 sp.TeleportFlags = (TPFlags)teleportFlags;
3748 3927
3749 if (sp.IsChildAgent) 3928 if (sp.IsChildAgent)
3750 { 3929 {
3751 m_log.DebugFormat( 3930 m_log.DebugFormat(
3752 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3931 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3753 agent.AgentID, RegionInfo.RegionName); 3932 agent.AgentID, RegionInfo.RegionName);
3754 3933
3755 sp.AdjustKnownSeeds(); 3934 sp.AdjustKnownSeeds();
3756 3935
3757 if (CapsModule != null) 3936 if (CapsModule != null)
3758 CapsModule.SetAgentCapsSeeds(agent); 3937 CapsModule.SetAgentCapsSeeds(agent);
3759 } 3938 }
@@ -3855,6 +4034,8 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4034 }
3856 4035
3857 // Honor parcel landing type and position. 4036 // Honor parcel landing type and position.
4037 /*
4038 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3858 if (land != null) 4039 if (land != null)
3859 { 4040 {
3860 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4041 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3862,25 +4043,43 @@ namespace OpenSim.Region.Framework.Scenes
3862 agent.startpos = land.LandData.UserLocation; 4043 agent.startpos = land.LandData.UserLocation;
3863 } 4044 }
3864 } 4045 }
4046 */// This is now handled properly in ScenePresence.MakeRootAgent
3865 } 4047 }
3866 4048
3867 return true; 4049 return true;
3868 } 4050 }
3869 4051
3870 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4052 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3871 { 4053 {
3872 bool banned = land.IsBannedFromLand(agent.AgentID); 4054 if (posX < 0)
3873 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4055 posX = 0;
4056 else if (posX >= 256)
4057 posX = 255.999f;
4058 if (posY < 0)
4059 posY = 0;
4060 else if (posY >= 256)
4061 posY = 255.999f;
4062
4063 reason = String.Empty;
4064 if (Permissions.IsGod(agentID))
4065 return true;
4066
4067 ILandObject land = LandChannel.GetLandObject(posX, posY);
4068 if (land == null)
4069 return false;
4070
4071 bool banned = land.IsBannedFromLand(agentID);
4072 bool restricted = land.IsRestrictedFromLand(agentID);
3874 4073
3875 if (banned || restricted) 4074 if (banned || restricted)
3876 { 4075 {
3877 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4076 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3878 if (nearestParcel != null) 4077 if (nearestParcel != null)
3879 { 4078 {
3880 //Move agent to nearest allowed 4079 //Move agent to nearest allowed
3881 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4080 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3882 agent.startpos.X = newPosition.X; 4081 posX = newPosition.X;
3883 agent.startpos.Y = newPosition.Y; 4082 posY = newPosition.Y;
3884 } 4083 }
3885 else 4084 else
3886 { 4085 {
@@ -3942,7 +4141,7 @@ namespace OpenSim.Region.Framework.Scenes
3942 4141
3943 if (!m_strictAccessControl) return true; 4142 if (!m_strictAccessControl) return true;
3944 if (Permissions.IsGod(agent.AgentID)) return true; 4143 if (Permissions.IsGod(agent.AgentID)) return true;
3945 4144
3946 if (AuthorizationService != null) 4145 if (AuthorizationService != null)
3947 { 4146 {
3948 if (!AuthorizationService.IsAuthorizedForRegion( 4147 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3957,7 +4156,7 @@ namespace OpenSim.Region.Framework.Scenes
3957 4156
3958 if (RegionInfo.EstateSettings != null) 4157 if (RegionInfo.EstateSettings != null)
3959 { 4158 {
3960 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4159 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3961 { 4160 {
3962 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4161 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3963 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4162 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4147,6 +4346,15 @@ namespace OpenSim.Region.Framework.Scenes
4147 4346
4148 // XPTO: if this agent is not allowed here as root, always return false 4347 // XPTO: if this agent is not allowed here as root, always return false
4149 4348
4349 // We have to wait until the viewer contacts this region after receiving EAC.
4350 // That calls AddNewClient, which finally creates the ScenePresence
4351 int flags = GetUserFlags(cAgentData.AgentID);
4352 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4353 {
4354 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4355 return false;
4356 }
4357
4150 // TODO: This check should probably be in QueryAccess(). 4358 // TODO: This check should probably be in QueryAccess().
4151 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4359 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4152 if (nearestParcel == null) 4360 if (nearestParcel == null)
@@ -4211,7 +4419,7 @@ namespace OpenSim.Region.Framework.Scenes
4211 /// <param name='agentID'></param> 4419 /// <param name='agentID'></param>
4212 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4420 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4213 { 4421 {
4214 int ntimes = 10; 4422 int ntimes = 30;
4215 ScenePresence sp = null; 4423 ScenePresence sp = null;
4216 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4424 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4217 Thread.Sleep(1000); 4425 Thread.Sleep(1000);
@@ -4241,6 +4449,16 @@ namespace OpenSim.Region.Framework.Scenes
4241 return false; 4449 return false;
4242 } 4450 }
4243 4451
4452 public bool IncomingCloseAgent(UUID agentID)
4453 {
4454 return IncomingCloseAgent(agentID, false);
4455 }
4456
4457 public bool IncomingCloseChildAgent(UUID agentID)
4458 {
4459 return IncomingCloseAgent(agentID, true);
4460 }
4461
4244 /// <summary> 4462 /// <summary>
4245 /// Tell a single agent to disconnect from the region. 4463 /// Tell a single agent to disconnect from the region.
4246 /// </summary> 4464 /// </summary>
@@ -4256,7 +4474,7 @@ namespace OpenSim.Region.Framework.Scenes
4256 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4474 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4257 if (presence != null) 4475 if (presence != null)
4258 { 4476 {
4259 presence.ControllingClient.Close(force); 4477 presence.ControllingClient.Close(force, force);
4260 return true; 4478 return true;
4261 } 4479 }
4262 4480
@@ -4916,35 +5134,81 @@ namespace OpenSim.Region.Framework.Scenes
4916 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5134 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4917 } 5135 }
4918 5136
4919 public int GetHealth() 5137 public int GetHealth(out int flags, out string message)
4920 { 5138 {
4921 // Returns: 5139 // Returns:
4922 // 1 = sim is up and accepting http requests. The heartbeat has 5140 // 1 = sim is up and accepting http requests. The heartbeat has
4923 // stopped and the sim is probably locked up, but a remote 5141 // stopped and the sim is probably locked up, but a remote
4924 // admin restart may succeed 5142 // admin restart may succeed
4925 // 5143 //
4926 // 2 = Sim is up and the heartbeat is running. The sim is likely 5144 // 2 = Sim is up and the heartbeat is running. The sim is likely
4927 // usable for people within and logins _may_ work 5145 // usable for people within
5146 //
5147 // 3 = Sim is up and one packet thread is running. Sim is
5148 // unstable and will not accept new logins
4928 // 5149 //
4929 // 3 = We have seen a new user enter within the past 4 minutes 5150 // 4 = Sim is up and both packet threads are running. Sim is
5151 // likely usable
5152 //
5153 // 5 = We have seen a new user enter within the past 4 minutes
4930 // which can be seen as positive confirmation of sim health 5154 // which can be seen as positive confirmation of sim health
4931 // 5155 //
5156
5157 flags = 0;
5158 message = String.Empty;
5159
5160 CheckHeartbeat();
5161
5162 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5163 {
5164 // We're still starting
5165 // 0 means "in startup", it can't happen another way, since
5166 // to get here, we must be able to accept http connections
5167 return 0;
5168 }
5169
4932 int health=1; // Start at 1, means we're up 5170 int health=1; // Start at 1, means we're up
4933 5171
4934 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5172 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4935 health += 1; 5173 {
5174 health+=1;
5175 flags |= 1;
5176 }
5177
5178 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5179 {
5180 health+=1;
5181 flags |= 2;
5182 }
5183
5184 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5185 {
5186 health+=1;
5187 flags |= 4;
5188 }
4936 else 5189 else
5190 {
5191int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5192System.Diagnostics.Process proc = new System.Diagnostics.Process();
5193proc.EnableRaisingEvents=false;
5194proc.StartInfo.FileName = "/bin/kill";
5195proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5196proc.Start();
5197proc.WaitForExit();
5198Thread.Sleep(1000);
5199Environment.Exit(1);
5200 }
5201
5202 if (flags != 7)
4937 return health; 5203 return health;
4938 5204
4939 // A login in the last 4 mins? We can't be doing too badly 5205 // A login in the last 4 mins? We can't be doing too badly
4940 // 5206 //
4941 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5207 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4942 health++; 5208 health++;
4943 else 5209 else
4944 return health; 5210 return health;
4945 5211
4946// CheckHeartbeat();
4947
4948 return health; 5212 return health;
4949 } 5213 }
4950 5214
@@ -5032,7 +5296,7 @@ namespace OpenSim.Region.Framework.Scenes
5032 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5296 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5033 if (wasUsingPhysics) 5297 if (wasUsingPhysics)
5034 { 5298 {
5035 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 5299 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
5036 } 5300 }
5037 } 5301 }
5038 5302
@@ -5131,14 +5395,14 @@ namespace OpenSim.Region.Framework.Scenes
5131 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5395 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5132 } 5396 }
5133 5397
5134// private void CheckHeartbeat() 5398 private void CheckHeartbeat()
5135// { 5399 {
5136// if (m_firstHeartbeat) 5400 if (m_firstHeartbeat)
5137// return; 5401 return;
5138// 5402
5139// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5403 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5140// StartTimer(); 5404 Start();
5141// } 5405 }
5142 5406
5143 public override ISceneObject DeserializeObject(string representation) 5407 public override ISceneObject DeserializeObject(string representation)
5144 { 5408 {
@@ -5150,9 +5414,14 @@ namespace OpenSim.Region.Framework.Scenes
5150 get { return m_allowScriptCrossings; } 5414 get { return m_allowScriptCrossings; }
5151 } 5415 }
5152 5416
5153 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5417 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5154 { 5418 {
5155 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5419 return GetNearestAllowedPosition(avatar, null);
5420 }
5421
5422 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5423 {
5424 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5156 5425
5157 if (nearestParcel != null) 5426 if (nearestParcel != null)
5158 { 5427 {
@@ -5161,10 +5430,7 @@ namespace OpenSim.Region.Framework.Scenes
5161 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5430 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5162 if (nearestPoint != null) 5431 if (nearestPoint != null)
5163 { 5432 {
5164// m_log.DebugFormat( 5433 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5165// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5166// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5167
5168 return nearestPoint.Value; 5434 return nearestPoint.Value;
5169 } 5435 }
5170 5436
@@ -5174,17 +5440,20 @@ namespace OpenSim.Region.Framework.Scenes
5174 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5440 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5175 if (nearestPoint != null) 5441 if (nearestPoint != null)
5176 { 5442 {
5177// m_log.DebugFormat( 5443 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5178// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5179
5180 return nearestPoint.Value; 5444 return nearestPoint.Value;
5181 } 5445 }
5182 5446
5183 //Ultimate backup if we have no idea where they are 5447 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5184// m_log.DebugFormat( 5448 if (dest != excludeParcel)
5185// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5449 {
5450 // Ultimate backup if we have no idea where they are and
5451 // the last allowed position was in another parcel
5452 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5453 return avatar.lastKnownAllowedPosition;
5454 }
5186 5455
5187 return avatar.lastKnownAllowedPosition; 5456 // else fall through to region edge
5188 } 5457 }
5189 5458
5190 //Go to the edge, this happens in teleporting to a region with no available parcels 5459 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5218,13 +5487,18 @@ namespace OpenSim.Region.Framework.Scenes
5218 5487
5219 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5488 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5220 { 5489 {
5490 return GetNearestAllowedParcel(avatarId, x, y, null);
5491 }
5492
5493 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5494 {
5221 List<ILandObject> all = AllParcels(); 5495 List<ILandObject> all = AllParcels();
5222 float minParcelDistance = float.MaxValue; 5496 float minParcelDistance = float.MaxValue;
5223 ILandObject nearestParcel = null; 5497 ILandObject nearestParcel = null;
5224 5498
5225 foreach (var parcel in all) 5499 foreach (var parcel in all)
5226 { 5500 {
5227 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5501 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5228 { 5502 {
5229 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5503 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5230 if (parcelDistance < minParcelDistance) 5504 if (parcelDistance < minParcelDistance)
@@ -5466,7 +5740,55 @@ namespace OpenSim.Region.Framework.Scenes
5466 mapModule.GenerateMaptile(); 5740 mapModule.GenerateMaptile();
5467 } 5741 }
5468 5742
5469 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5743// public void CleanDroppedAttachments()
5744// {
5745// List<SceneObjectGroup> objectsToDelete =
5746// new List<SceneObjectGroup>();
5747//
5748// lock (m_cleaningAttachments)
5749// {
5750// ForEachSOG(delegate (SceneObjectGroup grp)
5751// {
5752// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5753// {
5754// UUID agentID = grp.OwnerID;
5755// if (agentID == UUID.Zero)
5756// {
5757// objectsToDelete.Add(grp);
5758// return;
5759// }
5760//
5761// ScenePresence sp = GetScenePresence(agentID);
5762// if (sp == null)
5763// {
5764// objectsToDelete.Add(grp);
5765// return;
5766// }
5767// }
5768// });
5769// }
5770//
5771// foreach (SceneObjectGroup grp in objectsToDelete)
5772// {
5773// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5774// DeleteSceneObject(grp, true);
5775// }
5776// }
5777
5778 public void ThreadAlive(int threadCode)
5779 {
5780 switch(threadCode)
5781 {
5782 case 1: // Incoming
5783 m_lastIncoming = Util.EnvironmentTickCount();
5784 break;
5785 case 2: // Incoming
5786 m_lastOutgoing = Util.EnvironmentTickCount();
5787 break;
5788 }
5789 }
5790
5791 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5470 { 5792 {
5471 RegenerateMaptile(); 5793 RegenerateMaptile();
5472 5794
@@ -5494,6 +5816,8 @@ namespace OpenSim.Region.Framework.Scenes
5494 /// <returns></returns> 5816 /// <returns></returns>
5495 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5817 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5496 { 5818 {
5819 reason = "You are banned from the region";
5820
5497 if (EntityTransferModule.IsInTransit(agentID)) 5821 if (EntityTransferModule.IsInTransit(agentID))
5498 { 5822 {
5499 reason = "Agent is still in transit from this region"; 5823 reason = "Agent is still in transit from this region";
@@ -5505,6 +5829,12 @@ namespace OpenSim.Region.Framework.Scenes
5505 return false; 5829 return false;
5506 } 5830 }
5507 5831
5832 if (Permissions.IsGod(agentID))
5833 {
5834 reason = String.Empty;
5835 return true;
5836 }
5837
5508 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5838 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5509 // However, the long term fix is to make sure root agent count is always accurate. 5839 // However, the long term fix is to make sure root agent count is always accurate.
5510 m_sceneGraph.RecalculateStats(); 5840 m_sceneGraph.RecalculateStats();
@@ -5525,6 +5855,41 @@ namespace OpenSim.Region.Framework.Scenes
5525 } 5855 }
5526 } 5856 }
5527 5857
5858 ScenePresence presence = GetScenePresence(agentID);
5859 IClientAPI client = null;
5860 AgentCircuitData aCircuit = null;
5861
5862 if (presence != null)
5863 {
5864 client = presence.ControllingClient;
5865 if (client != null)
5866 aCircuit = client.RequestClientInfo();
5867 }
5868
5869 // We may be called before there is a presence or a client.
5870 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5871 if (client == null)
5872 {
5873 aCircuit = new AgentCircuitData();
5874 aCircuit.AgentID = agentID;
5875 aCircuit.firstname = String.Empty;
5876 aCircuit.lastname = String.Empty;
5877 }
5878
5879 try
5880 {
5881 if (!AuthorizeUser(aCircuit, out reason))
5882 {
5883 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5884 return false;
5885 }
5886 }
5887 catch (Exception e)
5888 {
5889 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5890 return false;
5891 }
5892
5528 if (position == Vector3.Zero) // Teleport 5893 if (position == Vector3.Zero) // Teleport
5529 { 5894 {
5530 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5895 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5553,13 +5918,46 @@ namespace OpenSim.Region.Framework.Scenes
5553 } 5918 }
5554 } 5919 }
5555 } 5920 }
5921
5922 float posX = 128.0f;
5923 float posY = 128.0f;
5924
5925 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5926 {
5927 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5928 return false;
5929 }
5930 }
5931 else // Walking
5932 {
5933 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5934 if (land == null)
5935 return false;
5936
5937 bool banned = land.IsBannedFromLand(agentID);
5938 bool restricted = land.IsRestrictedFromLand(agentID);
5939
5940 if (banned || restricted)
5941 return false;
5556 } 5942 }
5557 5943
5558 reason = String.Empty; 5944 reason = String.Empty;
5559 return true; 5945 return true;
5560 } 5946 }
5561 5947
5562 /// <summary> 5948 public void StartTimerWatchdog()
5949 {
5950 m_timerWatchdog.Interval = 1000;
5951 m_timerWatchdog.Elapsed += TimerWatchdog;
5952 m_timerWatchdog.AutoReset = true;
5953 m_timerWatchdog.Start();
5954 }
5955
5956 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5957 {
5958 CheckHeartbeat();
5959 }
5960
5563 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5961 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5564 /// autopilot that moves an avatar to a sit target!. 5962 /// autopilot that moves an avatar to a sit target!.
5565 /// </summary> 5963 /// </summary>
@@ -5638,6 +6036,11 @@ namespace OpenSim.Region.Framework.Scenes
5638 return m_SpawnPoint - 1; 6036 return m_SpawnPoint - 1;
5639 } 6037 }
5640 6038
6039 private void HandleGcCollect(string module, string[] args)
6040 {
6041 GC.Collect();
6042 }
6043
5641 // Wrappers to get physics modules retrieve assets. Has to be done this way 6044 // Wrappers to get physics modules retrieve assets. Has to be done this way
5642 // because we can't assign the asset service to physics directly - at the 6045 // because we can't assign the asset service to physics directly - at the
5643 // time physics are instantiated it's not registered but it will be by 6046 // 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 d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a4383fd..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1408,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes
1408 /// <param name="SetPhantom"></param> 1559 /// <param name="SetPhantom"></param>
1409 /// <param name="remoteClient"></param> 1560 /// <param name="remoteClient"></param>
1410 protected internal void UpdatePrimFlags( 1561 protected internal void UpdatePrimFlags(
1411 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1562 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1412 { 1563 {
1413 SceneObjectGroup group = GetGroupByPrim(localID); 1564 SceneObjectGroup group = GetGroupByPrim(localID);
1414 if (group != null) 1565 if (group != null)
@@ -1416,7 +1567,28 @@ namespace OpenSim.Region.Framework.Scenes
1416 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1567 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1417 { 1568 {
1418 // VolumeDetect can't be set via UI and will always be off when a change is made there 1569 // VolumeDetect can't be set via UI and will always be off when a change is made there
1419 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1570 // now only change volume dtc if phantom off
1571
1572 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1573 {
1574 bool vdtc;
1575 if (SetPhantom) // if phantom keep volumedtc
1576 vdtc = group.RootPart.VolumeDetectActive;
1577 else // else turn it off
1578 vdtc = false;
1579
1580 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1581 }
1582 else
1583 {
1584 SceneObjectPart part = GetSceneObjectPart(localID);
1585 if (part != null)
1586 {
1587 part.UpdateExtraPhysics(PhysData);
1588 if (part.UpdatePhysRequired)
1589 remoteClient.SendPartPhysicsProprieties(part);
1590 }
1591 }
1420 } 1592 }
1421 } 1593 }
1422 } 1594 }
@@ -1560,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1560 { 1732 {
1561 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1562 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1563 } 1736 }
1564 } 1737 }
1565 } 1738 }
@@ -1624,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1624 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1625 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1626 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1627 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1628 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1629 1808
@@ -1632,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1632 return; 1811 return;
1633 1812
1634 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1635 try 1815 try
1636 { 1816 {
1817
1637 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1638 1819
1639 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1648,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1648 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1649 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1650 // left for sale and sold off 1831 // left for sale and sold off
1651 child.RootPart.ObjectSaleType = 0; 1832
1652 child.RootPart.SalePrice = 10; 1833 if (child != null)
1653 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1654 } 1839 }
1655 1840
1656 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1679,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1679 } 1864 }
1680 finally 1865 finally
1681 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1682 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1683 } 1878 }
1684 } 1879 }
@@ -1701,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1701 { 1896 {
1702 if (part != null) 1897 if (part != null)
1703 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1704 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1705 { 1905 {
1706 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1715,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1715 1915
1716 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1717 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1718 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1719 } 1921 }
1720 } 1922 }
1721 } 1923 }
1722 1924
1723 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1724 { 1926 {
1725 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1726 // 1928 {
1727 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1728 1930 //
1729 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1730 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1731 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1732 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1733 } 1935 }
1734 1936
1735 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1743,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1743 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1744 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1745 1947
1948 if (numChildren == 1)
1949 break;
1950
1746 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1747 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1748 // 1954 //
1749 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1750 { 1956 if (numChildren > 1)
1751 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1752 //
1753 bool sendEventsToRemainder = true;
1754 if (numChildren > 1)
1755 sendEventsToRemainder = false;
1756 1958
1757 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1758 { 1962 {
1759 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1760 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1761 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1762 1984
1763 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1764 // need to re-link
1765 // 1986 //
1766 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1767 { 1988 {
1768 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1769 // 1990 });
1770 if (newSet.Contains(root))
1771 newSet.Remove(root);
1772
1773 // Preserve link ordering
1774 //
1775 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1776 {
1777 return a.LinkNum.CompareTo(b.LinkNum);
1778 });
1779 1991
1780 // Determine new root 1992 // Determine new root
1781 // 1993 //
1782 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1783 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1784 1996
1785 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1786 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1787 1999
1788 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1789 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1790 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1791 }
1792 } 2003 }
1793 } 2004 }
1794 2005
@@ -1796,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1796 // 2007 //
1797 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1798 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1799 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1800 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1801 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1869,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1869 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1870 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1871 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1872 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1873 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1874 { 2091 {
1875 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1876 2095
1877 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1878 { 2098 {
1879 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1880 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1881 // originalPrimID, offset, AgentID);
1882
1883 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1884 if (original == null)
1885 { 2101 {
1886 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1887 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1888 2104
1889 return null; 2105 if (original.OwnerID != AgentID)
1890 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1891 2109
1892 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1893 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1894 return null;
1895 2111
1896 SceneObjectGroup copy = original.Copy(true); 2112 if (m_parentScene.Permissions.PropagatePermissions())
1897 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1898 2122
1899 if (original.OwnerID != AgentID) 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1900 { 2124 Entities.Add(copy);
1901 copy.SetOwnerId(AgentID);
1902 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1903 2125
1904 SceneObjectPart[] partList = copy.Parts; 2126 lock (SceneObjectGroupsByFullID)
2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1905 2128
1906 if (m_parentScene.Permissions.PropagatePermissions()) 2129 SceneObjectPart[] children = copy.Parts;
2130
2131 lock (SceneObjectGroupsByFullPartID)
1907 { 2132 {
1908 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1909 { 2134 foreach (SceneObjectPart part in children)
1910 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1911 child.TriggerScriptChangedEvent(Changed.OWNER);
1912 child.ApplyNextOwnerPermissions();
1913 }
1914 } 2136 }
1915 2137
1916 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1917 copy.RootPart.SalePrice = 10; 2139 {
1918 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1919 2145
1920 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1921 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1922 2148 // We need to clear the selection flag here, else that
1923 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1924 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1925 2151 copy.IsSelected = false;
1926 SceneObjectPart[] children = copy.Parts; 2152
1927 2153 m_numPrim += copy.Parts.Length;
1928 lock (SceneObjectGroupsByFullPartID) 2154
1929 { 2155 if (rot != Quaternion.Identity)
1930 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1931 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1932 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1933 }
1934
1935 lock (SceneObjectGroupsByLocalPartID)
1936 {
1937 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1938 foreach (SceneObjectPart part in children)
1939 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1940 }
1941 // PROBABLE END OF FIXME
1942
1943 // Since we copy from a source group that is in selected
1944 // state, but the copy is shown deselected in the viewer,
1945 // We need to clear the selection flag here, else that
1946 // prim never gets persisted at all. The client doesn't
1947 // think it's selected, so it will never send a deselect...
1948 copy.IsSelected = false;
1949
1950 m_numPrim += copy.Parts.Length;
1951
1952 if (rot != Quaternion.Identity)
1953 {
1954 copy.UpdateGroupRotationR(rot);
1955 }
1956 2159
1957 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1958 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1959 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1960 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1961 2164
1962 // required for physics to update it's position 2165 // required for physics to update it's position
1963 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1964 2167
1965 return copy; 2168 return copy;
2169 }
1966 } 2170 }
1967 finally 2171 else
1968 { 2172 {
1969 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1970 } 2174 }
2175
2176 return null;
1971 } 2177 }
1972 2178
1973 /// <summary>
1974 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1975 /// </summary> 2180 /// </summary>
1976 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 1e2e973..0e0b6c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +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;
103 104
104 public List<Scene> Scenes 105 public List<Scene> Scenes
105 { 106 {
106 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 108 }
108 109
109 /// <summary> 110 /// <summary>
@@ -120,13 +121,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 121 {
121 if (CurrentScene == null) 122 if (CurrentScene == null)
122 { 123 {
123 lock (m_localScenes) 124 List<Scene> sceneList = Scenes;
124 { 125 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 126 return null;
126 return m_localScenes[0]; 127 return sceneList[0];
127 else
128 return null;
129 }
130 } 128 }
131 else 129 else
132 { 130 {
@@ -138,41 +136,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 136 public SceneManager()
139 { 137 {
140 m_instance = this; 138 m_instance = this;
141 m_localScenes = new List<Scene>(); 139 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 140 }
143 141
144 public void Close() 142 public void Close()
145 { 143 {
144 List<Scene> localScenes = null;
145
146 lock (m_localScenes) 146 lock (m_localScenes)
147 { 147 {
148 for (int i = 0; i < m_localScenes.Count; i++) 148 localScenes = Scenes;
149 { 149 }
150 m_localScenes[i].Close(); 150
151 } 151 for (int i = 0; i < localScenes.Count; i++)
152 {
153 localScenes[i].Close();
152 } 154 }
153 } 155 }
154 156
155 public void Close(Scene cscene) 157 public void Close(Scene cscene)
156 { 158 {
157 lock (m_localScenes) 159 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 160 return;
159 if (m_localScenes.Contains(cscene)) 161 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 162 }
171 163
172 public void Add(Scene scene) 164 public void Add(Scene scene)
173 { 165 {
174 lock (m_localScenes) 166 lock (m_localScenes)
175 m_localScenes.Add(scene); 167 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 168
177 scene.OnRestart += HandleRestart; 169 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 170 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +176,8 @@ namespace OpenSim.Region.Framework.Scenes
184 176
185 lock (m_localScenes) 177 lock (m_localScenes)
186 { 178 {
187 for (int i = 0; i < m_localScenes.Count; i++) 179 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 180 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 181 }
197 182
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 183 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +192,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 192 private void HandleRegionReadyStatusChange(IScene scene)
208 { 193 {
209 lock (m_localScenes) 194 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 195 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 196 }
212 197
213 public void SendSimOnlineNotification(ulong regionHandle) 198 public void SendSimOnlineNotification(ulong regionHandle)
214 { 199 {
215 RegionInfo Result = null; 200 RegionInfo Result = null;
216 201
217 lock (m_localScenes) 202 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 203 {
223 // Inform other regions to tell their avatar about me 204 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 205 return true;
225 } 206 return false;
226 } 207 });
208
209 if (s != null)
210 {
211 List<Scene> sceneList = Scenes;
227 212
228 if (Result != null) 213 for (int i = 0; i < sceneList.Count; i++)
229 { 214 {
230 for (int i = 0; i < m_localScenes.Count; i++) 215 if (sceneList[i]!= s)
231 { 216 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 217 // Inform other regions to tell their avatar about me
233 { 218 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 219 }
238 } 220 }
239 else 221 }
240 { 222 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 223 {
242 } 224 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 225 }
244 } 226 }
245 227
@@ -343,8 +325,8 @@ namespace OpenSim.Region.Framework.Scenes
343 { 325 {
344 if (CurrentScene == null) 326 if (CurrentScene == null)
345 { 327 {
346 lock (m_localScenes) 328 List<Scene> sceneList = Scenes;
347 m_localScenes.ForEach(func); 329 sceneList.ForEach(func);
348 } 330 }
349 else 331 else
350 { 332 {
@@ -373,16 +355,12 @@ namespace OpenSim.Region.Framework.Scenes
373 } 355 }
374 else 356 else
375 { 357 {
376 lock (m_localScenes) 358 Scene s;
359
360 if (m_localScenes.TryGetValue(regionName, out s))
377 { 361 {
378 foreach (Scene scene in m_localScenes) 362 m_currentScene = s;
379 { 363 return true;
380 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
381 {
382 CurrentScene = scene;
383 return true;
384 }
385 }
386 } 364 }
387 365
388 return false; 366 return false;
@@ -391,18 +369,14 @@ namespace OpenSim.Region.Framework.Scenes
391 369
392 public bool TrySetCurrentScene(UUID regionID) 370 public bool TrySetCurrentScene(UUID regionID)
393 { 371 {
394 m_log.Debug("Searching for Region: '" + regionID + "'"); 372// m_log.Debug("Searching for Region: '" + regionID + "'");
395 373
396 lock (m_localScenes) 374 Scene s;
375
376 if (m_localScenes.TryGetValue(regionID, out s))
397 { 377 {
398 foreach (Scene scene in m_localScenes) 378 m_currentScene = s;
399 { 379 return true;
400 if (scene.RegionInfo.RegionID == regionID)
401 {
402 CurrentScene = scene;
403 return true;
404 }
405 }
406 } 380 }
407 381
408 return false; 382 return false;
@@ -410,52 +384,24 @@ namespace OpenSim.Region.Framework.Scenes
410 384
411 public bool TryGetScene(string regionName, out Scene scene) 385 public bool TryGetScene(string regionName, out Scene scene)
412 { 386 {
413 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionName, out scene);
414 {
415 foreach (Scene mscene in m_localScenes)
416 {
417 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
418 {
419 scene = mscene;
420 return true;
421 }
422 }
423 }
424
425 scene = null;
426 return false;
427 } 388 }
428 389
429 public bool TryGetScene(UUID regionID, out Scene scene) 390 public bool TryGetScene(UUID regionID, out Scene scene)
430 { 391 {
431 lock (m_localScenes) 392 return m_localScenes.TryGetValue(regionID, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (mscene.RegionInfo.RegionID == regionID)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 393 }
446 394
447 public bool TryGetScene(uint locX, uint locY, out Scene scene) 395 public bool TryGetScene(uint locX, uint locY, out Scene scene)
448 { 396 {
449 lock (m_localScenes) 397 List<Scene> sceneList = Scenes;
398 foreach (Scene mscene in sceneList)
450 { 399 {
451 foreach (Scene mscene in m_localScenes) 400 if (mscene.RegionInfo.RegionLocX == locX &&
401 mscene.RegionInfo.RegionLocY == locY)
452 { 402 {
453 if (mscene.RegionInfo.RegionLocX == locX && 403 scene = mscene;
454 mscene.RegionInfo.RegionLocY == locY) 404 return true;
455 {
456 scene = mscene;
457 return true;
458 }
459 } 405 }
460 } 406 }
461 407
@@ -465,16 +411,14 @@ namespace OpenSim.Region.Framework.Scenes
465 411
466 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 412 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
467 { 413 {
468 lock (m_localScenes) 414 List<Scene> sceneList = Scenes;
415 foreach (Scene mscene in sceneList)
469 { 416 {
470 foreach (Scene mscene in m_localScenes) 417 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
418 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
471 { 419 {
472 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 420 scene = mscene;
473 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 421 return true;
474 {
475 scene = mscene;
476 return true;
477 }
478 } 422 }
479 } 423 }
480 424
@@ -539,15 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
539 483
540 public RegionInfo GetRegionInfo(UUID regionID) 484 public RegionInfo GetRegionInfo(UUID regionID)
541 { 485 {
542 lock (m_localScenes) 486 Scene s;
487 if (m_localScenes.TryGetValue(regionID, out s))
543 { 488 {
544 foreach (Scene scene in m_localScenes) 489 return s.RegionInfo;
545 {
546 if (scene.RegionInfo.RegionID == regionID)
547 {
548 return scene.RegionInfo;
549 }
550 }
551 } 490 }
552 491
553 return null; 492 return null;
@@ -565,14 +504,12 @@ namespace OpenSim.Region.Framework.Scenes
565 504
566 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
567 { 506 {
568 lock (m_localScenes) 507 List<Scene> sceneList = Scenes;
508 foreach (Scene scene in sceneList)
569 { 509 {
570 foreach (Scene scene in m_localScenes) 510 if (scene.TryGetScenePresence(avatarId, out avatar))
571 { 511 {
572 if (scene.TryGetScenePresence(avatarId, out avatar)) 512 return true;
573 {
574 return true;
575 }
576 } 513 }
577 } 514 }
578 515
@@ -582,15 +519,13 @@ namespace OpenSim.Region.Framework.Scenes
582 519
583 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 520 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
584 { 521 {
585 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
523 foreach (Scene scene in sceneList)
586 { 524 {
587 foreach (Scene scene in m_localScenes) 525 avatar = scene.GetScenePresence(avatarId);
588 {
589 avatar = scene.GetScenePresence(avatarId);
590 526
591 if (avatar != null && !avatar.IsChildAgent) 527 if (avatar != null && !avatar.IsChildAgent)
592 return true; 528 return true;
593 }
594 } 529 }
595 530
596 avatar = null; 531 avatar = null;
@@ -600,21 +535,19 @@ namespace OpenSim.Region.Framework.Scenes
600 public void CloseScene(Scene scene) 535 public void CloseScene(Scene scene)
601 { 536 {
602 lock (m_localScenes) 537 lock (m_localScenes)
603 m_localScenes.Remove(scene); 538 m_localScenes.Remove(scene.RegionInfo.RegionID);
604 539
605 scene.Close(); 540 scene.Close();
606 } 541 }
607 542
608 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 543 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
609 { 544 {
610 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
546 foreach (Scene scene in sceneList)
611 { 547 {
612 foreach (Scene scene in m_localScenes) 548 if (scene.TryGetAvatarByName(avatarName, out avatar))
613 { 549 {
614 if (scene.TryGetAvatarByName(avatarName, out avatar)) 550 return true;
615 {
616 return true;
617 }
618 } 551 }
619 } 552 }
620 553
@@ -624,14 +557,12 @@ namespace OpenSim.Region.Framework.Scenes
624 557
625 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 558 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
626 { 559 {
627 lock (m_localScenes) 560 List<Scene> sceneList = Scenes;
561 foreach (Scene scene in sceneList)
628 { 562 {
629 foreach (Scene scene in m_localScenes) 563 sp = scene.GetScenePresence(firstName, lastName);
630 { 564 if (sp != null && !sp.IsChildAgent)
631 sp = scene.GetScenePresence(firstName, lastName); 565 return true;
632 if (sp != null && !sp.IsChildAgent)
633 return true;
634 }
635 } 566 }
636 567
637 sp = null; 568 sp = null;
@@ -640,8 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
640 571
641 public void ForEachScene(Action<Scene> action) 572 public void ForEachScene(Action<Scene> action)
642 { 573 {
643 lock (m_localScenes) 574 List<Scene> sceneList = Scenes;
644 m_localScenes.ForEach(action); 575 sceneList.ForEach(action);
645 } 576 }
646 } 577 }
647} 578}
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..b9f9c86 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 +130,44 @@ namespace OpenSim.Region.Framework.Scenes
124 { 130 {
125 if (value) 131 if (value)
126 { 132 {
133
134 if (m_isBackedUp)
135 {
136 m_scene.SceneGraph.FireChangeBackup(this);
137 }
127 timeLastChanged = DateTime.Now.Ticks; 138 timeLastChanged = DateTime.Now.Ticks;
128 if (!m_hasGroupChanged) 139 if (!m_hasGroupChanged)
129 timeFirstChanged = DateTime.Now.Ticks; 140 timeFirstChanged = DateTime.Now.Ticks;
141 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
142 {
143/*
144 if (m_rand == null)
145 {
146 byte[] val = new byte[16];
147 m_rootPart.UUID.ToBytes(val, 0);
148 m_rand = new Random(BitConverter.ToInt32(val, 0));
149 }
150 */
151 if (m_scene.GetRootAgentCount() == 0)
152 {
153 //If the region is empty, this change has been made by an automated process
154 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
155
156// float factor = 1.5f + (float)(m_rand.NextDouble());
157 float factor = 2.0f;
158 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
159 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
160 }
161 else
162 {
163 //If the region is not empty, we want to obey the minimum and maximum persist times
164 //but add a random factor so we stagger the object persistance a little
165// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
166// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
167 m_maxPersistTime = m_scene.m_persistAfter;
168 m_minPersistTime = m_scene.m_dontPersistBefore;
169 }
170 }
130 } 171 }
131 m_hasGroupChanged = value; 172 m_hasGroupChanged = value;
132 173
@@ -141,7 +182,7 @@ namespace OpenSim.Region.Framework.Scenes
141 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 182 /// 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. 183 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
143 /// </summary> 184 /// </summary>
144 public bool HasGroupChangedDueToDelink { get; private set; } 185 public bool HasGroupChangedDueToDelink { get; set; }
145 186
146 private bool isTimeToPersist() 187 private bool isTimeToPersist()
147 { 188 {
@@ -151,8 +192,19 @@ namespace OpenSim.Region.Framework.Scenes
151 return false; 192 return false;
152 if (m_scene.ShuttingDown) 193 if (m_scene.ShuttingDown)
153 return true; 194 return true;
195
196 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
197 {
198 m_maxPersistTime = m_scene.m_persistAfter;
199 m_minPersistTime = m_scene.m_dontPersistBefore;
200 }
201
154 long currentTime = DateTime.Now.Ticks; 202 long currentTime = DateTime.Now.Ticks;
155 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 203
204 if (timeLastChanged == 0) timeLastChanged = currentTime;
205 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
206
207 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
156 return true; 208 return true;
157 return false; 209 return false;
158 } 210 }
@@ -260,6 +312,11 @@ namespace OpenSim.Region.Framework.Scenes
260 312
261 private bool m_isBackedUp; 313 private bool m_isBackedUp;
262 314
315 public bool IsBackedUp
316 {
317 get { return m_isBackedUp; }
318 }
319
263 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 320 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
264 321
265 protected ulong m_regionHandle; 322 protected ulong m_regionHandle;
@@ -271,10 +328,10 @@ namespace OpenSim.Region.Framework.Scenes
271 328
272 private bool m_scriptListens_atTarget; 329 private bool m_scriptListens_atTarget;
273 private bool m_scriptListens_notAtTarget; 330 private bool m_scriptListens_notAtTarget;
274
275 private bool m_scriptListens_atRotTarget; 331 private bool m_scriptListens_atRotTarget;
276 private bool m_scriptListens_notAtRotTarget; 332 private bool m_scriptListens_notAtRotTarget;
277 333
334 public bool m_dupeInProgress = false;
278 internal Dictionary<UUID, string> m_savedScriptState; 335 internal Dictionary<UUID, string> m_savedScriptState;
279 336
280 #region Properties 337 #region Properties
@@ -311,6 +368,16 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_parts.Count; } 368 get { return m_parts.Count; }
312 } 369 }
313 370
371// protected Quaternion m_rotation = Quaternion.Identity;
372//
373// public virtual Quaternion Rotation
374// {
375// get { return m_rotation; }
376// set {
377// m_rotation = value;
378// }
379// }
380
314 public Quaternion GroupRotation 381 public Quaternion GroupRotation
315 { 382 {
316 get { return m_rootPart.RotationOffset; } 383 get { return m_rootPart.RotationOffset; }
@@ -417,7 +484,15 @@ namespace OpenSim.Region.Framework.Scenes
417 { 484 {
418 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 485 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
419 } 486 }
420 487
488
489
490 private struct avtocrossInfo
491 {
492 public ScenePresence av;
493 public uint ParentID;
494 }
495
421 /// <summary> 496 /// <summary>
422 /// The absolute position of this scene object in the scene 497 /// The absolute position of this scene object in the scene
423 /// </summary> 498 /// </summary>
@@ -430,14 +505,136 @@ namespace OpenSim.Region.Framework.Scenes
430 505
431 if (Scene != null) 506 if (Scene != null)
432 { 507 {
433 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 508 // 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)) 509 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
510 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
511 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
512 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
435 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 513 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
436 { 514 {
437 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 515 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
516 uint x = 0;
517 uint y = 0;
518 string version = String.Empty;
519 Vector3 newpos = Vector3.Zero;
520 OpenSim.Services.Interfaces.GridRegion destination = null;
521
522 if (m_rootPart.KeyframeMotion != null)
523 m_rootPart.KeyframeMotion.StartCrossingCheck();
524
525 bool canCross = true;
526 foreach (ScenePresence av in m_linkedAvatars)
527 {
528 // We need to cross these agents. First, let's find
529 // out if any of them can't cross for some reason.
530 // We have to deny the crossing entirely if any
531 // of them are banned. Alternatively, we could
532 // unsit banned agents....
533
534
535 // We set the avatar position as being the object
536 // position to get the region to send to
537 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
538 {
539 canCross = false;
540 break;
541 }
542
543 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
544 }
545
546 if (canCross)
547 {
548 // We unparent the SP quietly so that it won't
549 // be made to stand up
550
551 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
552
553 foreach (ScenePresence av in m_linkedAvatars)
554 {
555 avtocrossInfo avinfo = new avtocrossInfo();
556 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
557 if (parentPart != null)
558 av.ParentUUID = parentPart.UUID;
559
560 avinfo.av = av;
561 avinfo.ParentID = av.ParentID;
562 avsToCross.Add(avinfo);
563
564 av.ParentID = 0;
565 }
566
567 // m_linkedAvatars.Clear();
568 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
569
570 // Normalize
571 if (val.X >= Constants.RegionSize)
572 val.X -= Constants.RegionSize;
573 if (val.Y >= Constants.RegionSize)
574 val.Y -= Constants.RegionSize;
575 if (val.X < 0)
576 val.X += Constants.RegionSize;
577 if (val.Y < 0)
578 val.Y += Constants.RegionSize;
579
580 // If it's deleted, crossing was successful
581 if (IsDeleted)
582 {
583 // foreach (ScenePresence av in m_linkedAvatars)
584 foreach (avtocrossInfo avinfo in avsToCross)
585 {
586 ScenePresence av = avinfo.av;
587 if (!av.IsInTransit) // just in case...
588 {
589 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
590
591 av.IsInTransit = true;
592
593 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
594 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
595 }
596 else
597 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
598 }
599 avsToCross.Clear();
600 return;
601 }
602 else // cross failed, put avas back ??
603 {
604 foreach (avtocrossInfo avinfo in avsToCross)
605 {
606 ScenePresence av = avinfo.av;
607 av.ParentUUID = UUID.Zero;
608 av.ParentID = avinfo.ParentID;
609// m_linkedAvatars.Add(av);
610 }
611 }
612 avsToCross.Clear();
613
614 }
615 else
616 {
617 if (m_rootPart.KeyframeMotion != null)
618 m_rootPart.KeyframeMotion.CrossingFailure();
619
620 if (RootPart.PhysActor != null)
621 {
622 RootPart.PhysActor.CrossingFailure();
623 }
624 }
625 Vector3 oldp = AbsolutePosition;
626 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
627 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
628 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
438 } 629 }
439 } 630 }
440 631
632/* don't see the need but worse don't see where is restored to false if things stay in
633 foreach (SceneObjectPart part in m_parts.GetArray())
634 {
635 part.IgnoreUndoUpdate = true;
636 }
637 */
441 if (RootPart.GetStatusSandbox()) 638 if (RootPart.GetStatusSandbox())
442 { 639 {
443 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 640 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -455,9 +652,38 @@ namespace OpenSim.Region.Framework.Scenes
455 // Restuff the new GroupPosition into each SOP of the linkset. 652 // Restuff the new GroupPosition into each SOP of the linkset.
456 // This has the affect of resetting and tainting the physics actors. 653 // This has the affect of resetting and tainting the physics actors.
457 SceneObjectPart[] parts = m_parts.GetArray(); 654 SceneObjectPart[] parts = m_parts.GetArray();
458 for (int i = 0; i < parts.Length; i++) 655 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
459 parts[i].GroupPosition = val; 656 if (m_dupeInProgress)
657 triggerScriptEvent = false;
658 foreach (SceneObjectPart part in parts)
659 {
660 part.GroupPosition = val;
661 if (triggerScriptEvent)
662 part.TriggerScriptChangedEvent(Changed.POSITION);
663 }
460 664
665/*
666 This seems not needed and should not be needed:
667 sp absolute position depends on sit part absolute position fixed above.
668 sp ParentPosition is not used anywhere.
669 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
670 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
671
672 if (!m_dupeInProgress)
673 {
674 foreach (ScenePresence av in m_linkedAvatars)
675 {
676 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
677 if (p != null && m_parts.TryGetValue(p.UUID, out p))
678 {
679 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
680 av.AbsolutePosition += offset;
681// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
682 av.SendAvatarDataToAllAgents();
683 }
684 }
685 }
686*/
461 //if (m_rootPart.PhysActor != null) 687 //if (m_rootPart.PhysActor != null)
462 //{ 688 //{
463 //m_rootPart.PhysActor.Position = 689 //m_rootPart.PhysActor.Position =
@@ -471,6 +697,40 @@ namespace OpenSim.Region.Framework.Scenes
471 } 697 }
472 } 698 }
473 699
700 public override Vector3 Velocity
701 {
702 get { return RootPart.Velocity; }
703 set { RootPart.Velocity = value; }
704 }
705
706 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
707 {
708 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
709 ScenePresence agent = icon.EndInvoke(iar);
710
711 //// If the cross was successful, this agent is a child agent
712 if (agent.IsChildAgent)
713 {
714 if (agent.ParentUUID != UUID.Zero)
715 {
716 agent.ParentPart = null;
717// agent.ParentPosition = Vector3.Zero;
718// agent.ParentUUID = UUID.Zero;
719 }
720 }
721
722 agent.ParentUUID = UUID.Zero;
723
724// agent.Reset();
725// else // Not successful
726// agent.RestoreInCurrentScene();
727
728 // In any case
729 agent.IsInTransit = false;
730
731 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
732 }
733
474 public override uint LocalId 734 public override uint LocalId
475 { 735 {
476 get { return m_rootPart.LocalId; } 736 get { return m_rootPart.LocalId; }
@@ -541,6 +801,11 @@ namespace OpenSim.Region.Framework.Scenes
541 m_isSelected = value; 801 m_isSelected = value;
542 // Tell physics engine that group is selected 802 // Tell physics engine that group is selected
543 803
804 // this is not right
805 // but ode engines should only really need to know about root part
806 // so they can put entire object simulation on hold and not colliding
807 // keep as was for now
808
544 PhysicsActor pa = m_rootPart.PhysActor; 809 PhysicsActor pa = m_rootPart.PhysActor;
545 if (pa != null) 810 if (pa != null)
546 { 811 {
@@ -557,6 +822,42 @@ namespace OpenSim.Region.Framework.Scenes
557 childPa.Selected = value; 822 childPa.Selected = value;
558 } 823 }
559 } 824 }
825 if (RootPart.KeyframeMotion != null)
826 RootPart.KeyframeMotion.Selected = value;
827 }
828 }
829
830 public void PartSelectChanged(bool partSelect)
831 {
832 // any part selected makes group selected
833 if (m_isSelected == partSelect)
834 return;
835
836 if (partSelect)
837 {
838 IsSelected = partSelect;
839// if (!IsAttachment)
840// ScheduleGroupForFullUpdate();
841 }
842 else
843 {
844 // bad bad bad 2 heavy for large linksets
845 // since viewer does send lot of (un)selects
846 // this needs to be replaced by a specific list or count ?
847 // but that will require extra code in several places
848
849 SceneObjectPart[] parts = m_parts.GetArray();
850 for (int i = 0; i < parts.Length; i++)
851 {
852 SceneObjectPart part = parts[i];
853 if (part.IsSelected)
854 return;
855 }
856 IsSelected = partSelect;
857 if (!IsAttachment)
858 {
859 ScheduleGroupForFullUpdate();
860 }
560 } 861 }
561 } 862 }
562 863
@@ -642,6 +943,7 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 943 /// </summary>
643 public SceneObjectGroup() 944 public SceneObjectGroup()
644 { 945 {
946
645 } 947 }
646 948
647 /// <summary> 949 /// <summary>
@@ -659,8 +961,8 @@ namespace OpenSim.Region.Framework.Scenes
659 /// Constructor. This object is added to the scene later via AttachToScene() 961 /// Constructor. This object is added to the scene later via AttachToScene()
660 /// </summary> 962 /// </summary>
661 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 963 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
662 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 964 {
663 { 965 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
664 } 966 }
665 967
666 /// <summary> 968 /// <summary>
@@ -695,6 +997,9 @@ namespace OpenSim.Region.Framework.Scenes
695 /// </summary> 997 /// </summary>
696 public virtual void AttachToBackup() 998 public virtual void AttachToBackup()
697 { 999 {
1000 if (IsAttachment) return;
1001 m_scene.SceneGraph.FireAttachToBackup(this);
1002
698 if (InSceneBackup) 1003 if (InSceneBackup)
699 { 1004 {
700 //m_log.DebugFormat( 1005 //m_log.DebugFormat(
@@ -737,6 +1042,13 @@ namespace OpenSim.Region.Framework.Scenes
737 1042
738 ApplyPhysics(); 1043 ApplyPhysics();
739 1044
1045 if (RootPart.PhysActor != null)
1046 RootPart.Force = RootPart.Force;
1047 if (RootPart.PhysActor != null)
1048 RootPart.Torque = RootPart.Torque;
1049 if (RootPart.PhysActor != null)
1050 RootPart.Buoyancy = RootPart.Buoyancy;
1051
740 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1052 // 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. 1053 // for the same object with very different properties. The caller must schedule the update.
742 //ScheduleGroupForFullUpdate(); 1054 //ScheduleGroupForFullUpdate();
@@ -752,6 +1064,10 @@ namespace OpenSim.Region.Framework.Scenes
752 EntityIntersection result = new EntityIntersection(); 1064 EntityIntersection result = new EntityIntersection();
753 1065
754 SceneObjectPart[] parts = m_parts.GetArray(); 1066 SceneObjectPart[] parts = m_parts.GetArray();
1067
1068 // Find closest hit here
1069 float idist = float.MaxValue;
1070
755 for (int i = 0; i < parts.Length; i++) 1071 for (int i = 0; i < parts.Length; i++)
756 { 1072 {
757 SceneObjectPart part = parts[i]; 1073 SceneObjectPart part = parts[i];
@@ -766,11 +1082,6 @@ namespace OpenSim.Region.Framework.Scenes
766 1082
767 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1083 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
768 1084
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) 1085 if (inter.HitTF)
775 { 1086 {
776 // We need to find the closest prim to return to the testcaller along the ray 1087 // We need to find the closest prim to return to the testcaller along the ray
@@ -781,10 +1092,11 @@ namespace OpenSim.Region.Framework.Scenes
781 result.obj = part; 1092 result.obj = part;
782 result.normal = inter.normal; 1093 result.normal = inter.normal;
783 result.distance = inter.distance; 1094 result.distance = inter.distance;
1095
1096 idist = inter.distance;
784 } 1097 }
785 } 1098 }
786 } 1099 }
787
788 return result; 1100 return result;
789 } 1101 }
790 1102
@@ -796,25 +1108,27 @@ namespace OpenSim.Region.Framework.Scenes
796 /// <returns></returns> 1108 /// <returns></returns>
797 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1109 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
798 { 1110 {
799 maxX = -256f; 1111 maxX = float.MinValue;
800 maxY = -256f; 1112 maxY = float.MinValue;
801 maxZ = -256f; 1113 maxZ = float.MinValue;
802 minX = 256f; 1114 minX = float.MaxValue;
803 minY = 256f; 1115 minY = float.MaxValue;
804 minZ = 8192f; 1116 minZ = float.MaxValue;
805 1117
806 SceneObjectPart[] parts = m_parts.GetArray(); 1118 SceneObjectPart[] parts = m_parts.GetArray();
807 for (int i = 0; i < parts.Length; i++) 1119 foreach (SceneObjectPart part in parts)
808 { 1120 {
809 SceneObjectPart part = parts[i];
810
811 Vector3 worldPos = part.GetWorldPosition(); 1121 Vector3 worldPos = part.GetWorldPosition();
812 Vector3 offset = worldPos - AbsolutePosition; 1122 Vector3 offset = worldPos - AbsolutePosition;
813 Quaternion worldRot; 1123 Quaternion worldRot;
814 if (part.ParentID == 0) 1124 if (part.ParentID == 0)
1125 {
815 worldRot = part.RotationOffset; 1126 worldRot = part.RotationOffset;
1127 }
816 else 1128 else
1129 {
817 worldRot = part.GetWorldRotation(); 1130 worldRot = part.GetWorldRotation();
1131 }
818 1132
819 Vector3 frontTopLeft; 1133 Vector3 frontTopLeft;
820 Vector3 frontTopRight; 1134 Vector3 frontTopRight;
@@ -826,6 +1140,8 @@ namespace OpenSim.Region.Framework.Scenes
826 Vector3 backBottomLeft; 1140 Vector3 backBottomLeft;
827 Vector3 backBottomRight; 1141 Vector3 backBottomRight;
828 1142
1143 // Vector3[] corners = new Vector3[8];
1144
829 Vector3 orig = Vector3.Zero; 1145 Vector3 orig = Vector3.Zero;
830 1146
831 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1147 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -860,6 +1176,38 @@ namespace OpenSim.Region.Framework.Scenes
860 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1176 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
861 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1177 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
862 1178
1179
1180
1181 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1182 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1183 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1184 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1185 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1186 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1187 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1188 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1189
1190 //for (int i = 0; i < 8; i++)
1191 //{
1192 // corners[i] = corners[i] * worldRot;
1193 // corners[i] += offset;
1194
1195 // if (corners[i].X > maxX)
1196 // maxX = corners[i].X;
1197 // if (corners[i].X < minX)
1198 // minX = corners[i].X;
1199
1200 // if (corners[i].Y > maxY)
1201 // maxY = corners[i].Y;
1202 // if (corners[i].Y < minY)
1203 // minY = corners[i].Y;
1204
1205 // if (corners[i].Z > maxZ)
1206 // maxZ = corners[i].Y;
1207 // if (corners[i].Z < minZ)
1208 // minZ = corners[i].Z;
1209 //}
1210
863 frontTopLeft = frontTopLeft * worldRot; 1211 frontTopLeft = frontTopLeft * worldRot;
864 frontTopRight = frontTopRight * worldRot; 1212 frontTopRight = frontTopRight * worldRot;
865 frontBottomLeft = frontBottomLeft * worldRot; 1213 frontBottomLeft = frontBottomLeft * worldRot;
@@ -881,6 +1229,15 @@ namespace OpenSim.Region.Framework.Scenes
881 backTopLeft += offset; 1229 backTopLeft += offset;
882 backTopRight += offset; 1230 backTopRight += offset;
883 1231
1232 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1233 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1234 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1235 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1236 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1237 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1238 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1239 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1240
884 if (frontTopRight.X > maxX) 1241 if (frontTopRight.X > maxX)
885 maxX = frontTopRight.X; 1242 maxX = frontTopRight.X;
886 if (frontTopLeft.X > maxX) 1243 if (frontTopLeft.X > maxX)
@@ -1024,17 +1381,118 @@ namespace OpenSim.Region.Framework.Scenes
1024 1381
1025 #endregion 1382 #endregion
1026 1383
1384 public void GetResourcesCosts(SceneObjectPart apart,
1385 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1386 {
1387 // this information may need to be cached
1388
1389 float cost;
1390 float tmpcost;
1391
1392 bool ComplexCost = false;
1393
1394 SceneObjectPart p;
1395 SceneObjectPart[] parts;
1396
1397 lock (m_parts)
1398 {
1399 parts = m_parts.GetArray();
1400 }
1401
1402 int nparts = parts.Length;
1403
1404
1405 for (int i = 0; i < nparts; i++)
1406 {
1407 p = parts[i];
1408
1409 if (p.UsesComplexCost)
1410 {
1411 ComplexCost = true;
1412 break;
1413 }
1414 }
1415
1416 if (ComplexCost)
1417 {
1418 linksetResCost = 0;
1419 linksetPhysCost = 0;
1420 partCost = 0;
1421 partPhysCost = 0;
1422
1423 for (int i = 0; i < nparts; i++)
1424 {
1425 p = parts[i];
1426
1427 cost = p.StreamingCost;
1428 tmpcost = p.SimulationCost;
1429 if (tmpcost > cost)
1430 cost = tmpcost;
1431 tmpcost = p.PhysicsCost;
1432 if (tmpcost > cost)
1433 cost = tmpcost;
1434
1435 linksetPhysCost += tmpcost;
1436 linksetResCost += cost;
1437
1438 if (p == apart)
1439 {
1440 partCost = cost;
1441 partPhysCost = tmpcost;
1442 }
1443 }
1444 }
1445 else
1446 {
1447 partPhysCost = 1.0f;
1448 partCost = 1.0f;
1449 linksetResCost = (float)nparts;
1450 linksetPhysCost = linksetResCost;
1451 }
1452 }
1453
1454 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1455 {
1456 SceneObjectPart p;
1457 SceneObjectPart[] parts;
1458
1459 lock (m_parts)
1460 {
1461 parts = m_parts.GetArray();
1462 }
1463
1464 int nparts = parts.Length;
1465
1466 PhysCost = 0;
1467 StreamCost = 0;
1468 SimulCost = 0;
1469
1470 for (int i = 0; i < nparts; i++)
1471 {
1472 p = parts[i];
1473
1474 StreamCost += p.StreamingCost;
1475 SimulCost += p.SimulationCost;
1476 PhysCost += p.PhysicsCost;
1477 }
1478 }
1479
1027 public void SaveScriptedState(XmlTextWriter writer) 1480 public void SaveScriptedState(XmlTextWriter writer)
1028 { 1481 {
1482 SaveScriptedState(writer, false);
1483 }
1484
1485 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1486 {
1029 XmlDocument doc = new XmlDocument(); 1487 XmlDocument doc = new XmlDocument();
1030 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1488 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1031 1489
1032 SceneObjectPart[] parts = m_parts.GetArray(); 1490 SceneObjectPart[] parts = m_parts.GetArray();
1033 for (int i = 0; i < parts.Length; i++) 1491 for (int i = 0; i < parts.Length; i++)
1034 { 1492 {
1035 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1493 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1036 foreach (KeyValuePair<UUID, string> kvp in pstates) 1494 foreach (KeyValuePair<UUID, string> kvp in pstates)
1037 states.Add(kvp.Key, kvp.Value); 1495 states[kvp.Key] = kvp.Value;
1038 } 1496 }
1039 1497
1040 if (states.Count > 0) 1498 if (states.Count > 0)
@@ -1054,6 +1512,169 @@ namespace OpenSim.Region.Framework.Scenes
1054 } 1512 }
1055 1513
1056 /// <summary> 1514 /// <summary>
1515 /// Add the avatar to this linkset (avatar is sat).
1516 /// </summary>
1517 /// <param name="agentID"></param>
1518 public void AddAvatar(UUID agentID)
1519 {
1520 ScenePresence presence;
1521 if (m_scene.TryGetScenePresence(agentID, out presence))
1522 {
1523 if (!m_linkedAvatars.Contains(presence))
1524 {
1525 m_linkedAvatars.Add(presence);
1526 }
1527 }
1528 }
1529
1530 /// <summary>
1531 /// Delete the avatar from this linkset (avatar is unsat).
1532 /// </summary>
1533 /// <param name="agentID"></param>
1534 public void DeleteAvatar(UUID agentID)
1535 {
1536 ScenePresence presence;
1537 if (m_scene.TryGetScenePresence(agentID, out presence))
1538 {
1539 if (m_linkedAvatars.Contains(presence))
1540 {
1541 m_linkedAvatars.Remove(presence);
1542 }
1543 }
1544 }
1545
1546 /// <summary>
1547 /// Returns the list of linked presences (avatars sat on this group)
1548 /// </summary>
1549 /// <param name="agentID"></param>
1550 public List<ScenePresence> GetLinkedAvatars()
1551 {
1552 return m_linkedAvatars;
1553 }
1554
1555 /// <summary>
1556 /// Attach this scene object to the given avatar.
1557 /// </summary>
1558 /// <param name="agentID"></param>
1559 /// <param name="attachmentpoint"></param>
1560 /// <param name="AttachOffset"></param>
1561 private void AttachToAgent(
1562 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1563 {
1564 if (avatar != null)
1565 {
1566 // don't attach attachments to child agents
1567 if (avatar.IsChildAgent) return;
1568
1569 // Remove from database and parcel prim count
1570 m_scene.DeleteFromStorage(so.UUID);
1571 m_scene.EventManager.TriggerParcelPrimCountTainted();
1572
1573 so.AttachedAvatar = avatar.UUID;
1574
1575 if (so.RootPart.PhysActor != null)
1576 {
1577 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1578 so.RootPart.PhysActor = null;
1579 }
1580
1581 so.AbsolutePosition = attachOffset;
1582 so.RootPart.AttachedPos = attachOffset;
1583 so.IsAttachment = true;
1584 so.RootPart.SetParentLocalId(avatar.LocalId);
1585 so.AttachmentPoint = attachmentpoint;
1586
1587 avatar.AddAttachment(this);
1588
1589 if (!silent)
1590 {
1591 // Killing it here will cause the client to deselect it
1592 // It then reappears on the avatar, deselected
1593 // through the full update below
1594 //
1595 if (IsSelected)
1596 {
1597 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1598 }
1599
1600 IsSelected = false; // fudge....
1601 ScheduleGroupForFullUpdate();
1602 }
1603 }
1604 else
1605 {
1606 m_log.WarnFormat(
1607 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1608 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1609 }
1610 }
1611
1612 public byte GetAttachmentPoint()
1613 {
1614 return m_rootPart.Shape.State;
1615 }
1616
1617 public void DetachToGround()
1618 {
1619 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1620 if (avatar == null)
1621 return;
1622
1623 avatar.RemoveAttachment(this);
1624
1625 Vector3 detachedpos = new Vector3(127f,127f,127f);
1626 if (avatar == null)
1627 return;
1628
1629 detachedpos = avatar.AbsolutePosition;
1630 FromItemID = UUID.Zero;
1631
1632 AbsolutePosition = detachedpos;
1633 AttachedAvatar = UUID.Zero;
1634
1635 //SceneObjectPart[] parts = m_parts.GetArray();
1636 //for (int i = 0; i < parts.Length; i++)
1637 // parts[i].AttachedAvatar = UUID.Zero;
1638
1639 m_rootPart.SetParentLocalId(0);
1640 AttachmentPoint = (byte)0;
1641 // must check if buildind should be true or false here
1642 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1643 HasGroupChanged = true;
1644 RootPart.Rezzed = DateTime.Now;
1645 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1646 AttachToBackup();
1647 m_scene.EventManager.TriggerParcelPrimCountTainted();
1648 m_rootPart.ScheduleFullUpdate();
1649 m_rootPart.ClearUndoState();
1650 }
1651
1652 public void DetachToInventoryPrep()
1653 {
1654 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1655 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1656 if (avatar != null)
1657 {
1658 //detachedpos = avatar.AbsolutePosition;
1659 avatar.RemoveAttachment(this);
1660 }
1661
1662 AttachedAvatar = UUID.Zero;
1663
1664 /*SceneObjectPart[] parts = m_parts.GetArray();
1665 for (int i = 0; i < parts.Length; i++)
1666 parts[i].AttachedAvatar = UUID.Zero;*/
1667
1668 m_rootPart.SetParentLocalId(0);
1669 //m_rootPart.SetAttachmentPoint((byte)0);
1670 IsAttachment = false;
1671 AbsolutePosition = m_rootPart.AttachedPos;
1672 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1673 //AttachToBackup();
1674 //m_rootPart.ScheduleFullUpdate();
1675 }
1676
1677 /// <summary>
1057 /// 1678 ///
1058 /// </summary> 1679 /// </summary>
1059 /// <param name="part"></param> 1680 /// <param name="part"></param>
@@ -1093,7 +1714,10 @@ namespace OpenSim.Region.Framework.Scenes
1093 public void AddPart(SceneObjectPart part) 1714 public void AddPart(SceneObjectPart part)
1094 { 1715 {
1095 part.SetParent(this); 1716 part.SetParent(this);
1096 part.LinkNum = m_parts.Add(part.UUID, part); 1717 m_parts.Add(part.UUID, part);
1718
1719 part.LinkNum = m_parts.Count;
1720
1097 if (part.LinkNum == 2) 1721 if (part.LinkNum == 2)
1098 RootPart.LinkNum = 1; 1722 RootPart.LinkNum = 1;
1099 } 1723 }
@@ -1119,6 +1743,14 @@ namespace OpenSim.Region.Framework.Scenes
1119 parts[i].UUID = UUID.Random(); 1743 parts[i].UUID = UUID.Random();
1120 } 1744 }
1121 1745
1746 // helper provided for parts.
1747 public int GetSceneMaxUndo()
1748 {
1749 if (m_scene != null)
1750 return m_scene.MaxUndoCount;
1751 return 5;
1752 }
1753
1122 // justincc: I don't believe this hack is needed any longer, especially since the physics 1754 // 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 1755 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1124 // this method was preventing proper reload of scene objects. 1756 // this method was preventing proper reload of scene objects.
@@ -1176,7 +1808,7 @@ namespace OpenSim.Region.Framework.Scenes
1176// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1808// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1177// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1809// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1178 1810
1179 part.StoreUndoState(); 1811// part.StoreUndoState();
1180 part.OnGrab(offsetPos, remoteClient); 1812 part.OnGrab(offsetPos, remoteClient);
1181 } 1813 }
1182 1814
@@ -1196,6 +1828,11 @@ namespace OpenSim.Region.Framework.Scenes
1196 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1828 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1197 public void DeleteGroupFromScene(bool silent) 1829 public void DeleteGroupFromScene(bool silent)
1198 { 1830 {
1831 // We need to keep track of this state in case this group is still queued for backup.
1832 IsDeleted = true;
1833
1834 DetachFromBackup();
1835
1199 SceneObjectPart[] parts = m_parts.GetArray(); 1836 SceneObjectPart[] parts = m_parts.GetArray();
1200 for (int i = 0; i < parts.Length; i++) 1837 for (int i = 0; i < parts.Length; i++)
1201 { 1838 {
@@ -1219,6 +1856,7 @@ namespace OpenSim.Region.Framework.Scenes
1219 } 1856 }
1220 }); 1857 });
1221 } 1858 }
1859
1222 } 1860 }
1223 1861
1224 public void AddScriptLPS(int count) 1862 public void AddScriptLPS(int count)
@@ -1288,28 +1926,43 @@ namespace OpenSim.Region.Framework.Scenes
1288 /// </summary> 1926 /// </summary>
1289 public void ApplyPhysics() 1927 public void ApplyPhysics()
1290 { 1928 {
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(); 1929 SceneObjectPart[] parts = m_parts.GetArray();
1296 if (parts.Length > 1) 1930 if (parts.Length > 1)
1297 { 1931 {
1932 ResetChildPrimPhysicsPositions();
1933
1934 // Apply physics to the root prim
1935 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1936
1937
1298 for (int i = 0; i < parts.Length; i++) 1938 for (int i = 0; i < parts.Length; i++)
1299 { 1939 {
1300 SceneObjectPart part = parts[i]; 1940 SceneObjectPart part = parts[i];
1301 if (part.LocalId != m_rootPart.LocalId) 1941 if (part.LocalId != m_rootPart.LocalId)
1302 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1942 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1303 } 1943 }
1304
1305 // Hack to get the physics scene geometries in the right spot 1944 // Hack to get the physics scene geometries in the right spot
1306 ResetChildPrimPhysicsPositions(); 1945// ResetChildPrimPhysicsPositions();
1946 if (m_rootPart.PhysActor != null)
1947 {
1948 m_rootPart.PhysActor.Building = false;
1949 }
1950 }
1951 else
1952 {
1953 // Apply physics to the root prim
1954 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1307 } 1955 }
1308 } 1956 }
1309 1957
1310 public void SetOwnerId(UUID userId) 1958 public void SetOwnerId(UUID userId)
1311 { 1959 {
1312 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1960 ForEachPart(delegate(SceneObjectPart part)
1961 {
1962
1963 part.OwnerID = userId;
1964
1965 });
1313 } 1966 }
1314 1967
1315 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1968 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1341,11 +1994,17 @@ namespace OpenSim.Region.Framework.Scenes
1341 return; 1994 return;
1342 } 1995 }
1343 1996
1997 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1998 return;
1999
1344 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2000 // 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. 2001 // any exception propogate upwards.
1346 try 2002 try
1347 { 2003 {
1348 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2004 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2005 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2006 m_scene.LoadingPrims) // Land may not be valid yet
2007
1349 { 2008 {
1350 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2009 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1351 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2010 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1372,6 +2031,7 @@ namespace OpenSim.Region.Framework.Scenes
1372 } 2031 }
1373 } 2032 }
1374 } 2033 }
2034
1375 } 2035 }
1376 2036
1377 if (m_scene.UseBackup && HasGroupChanged) 2037 if (m_scene.UseBackup && HasGroupChanged)
@@ -1379,10 +2039,30 @@ namespace OpenSim.Region.Framework.Scenes
1379 // don't backup while it's selected or you're asking for changes mid stream. 2039 // don't backup while it's selected or you're asking for changes mid stream.
1380 if (isTimeToPersist() || forcedBackup) 2040 if (isTimeToPersist() || forcedBackup)
1381 { 2041 {
2042 if (m_rootPart.PhysActor != null &&
2043 (!m_rootPart.PhysActor.IsPhysical))
2044 {
2045 // Possible ghost prim
2046 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2047 {
2048 foreach (SceneObjectPart part in m_parts.GetArray())
2049 {
2050 // Re-set physics actor positions and
2051 // orientations
2052 part.GroupPosition = m_rootPart.GroupPosition;
2053 }
2054 }
2055 }
1382// m_log.DebugFormat( 2056// m_log.DebugFormat(
1383// "[SCENE]: Storing {0}, {1} in {2}", 2057// "[SCENE]: Storing {0}, {1} in {2}",
1384// Name, UUID, m_scene.RegionInfo.RegionName); 2058// Name, UUID, m_scene.RegionInfo.RegionName);
1385 2059
2060 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2061 {
2062 RootPart.Shape.State = 0;
2063 ScheduleGroupForFullUpdate();
2064 }
2065
1386 SceneObjectGroup backup_group = Copy(false); 2066 SceneObjectGroup backup_group = Copy(false);
1387 backup_group.RootPart.Velocity = RootPart.Velocity; 2067 backup_group.RootPart.Velocity = RootPart.Velocity;
1388 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2068 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1392,6 +2072,16 @@ namespace OpenSim.Region.Framework.Scenes
1392 HasGroupChangedDueToDelink = false; 2072 HasGroupChangedDueToDelink = false;
1393 2073
1394 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2074 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2075/*
2076 backup_group.ForEachPart(delegate(SceneObjectPart part)
2077 {
2078 if (part.KeyframeMotion != null)
2079 {
2080 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2081// part.KeyframeMotion.UpdateSceneObject(this);
2082 }
2083 });
2084*/
1395 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2085 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1396 2086
1397 backup_group.ForEachPart(delegate(SceneObjectPart part) 2087 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1448,10 +2138,14 @@ namespace OpenSim.Region.Framework.Scenes
1448 /// <returns></returns> 2138 /// <returns></returns>
1449 public SceneObjectGroup Copy(bool userExposed) 2139 public SceneObjectGroup Copy(bool userExposed)
1450 { 2140 {
2141 m_dupeInProgress = true;
1451 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2142 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1452 dupe.m_isBackedUp = false; 2143 dupe.m_isBackedUp = false;
1453 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2144 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1454 2145
2146 // new group as no sitting avatars
2147 dupe.m_linkedAvatars = new List<ScenePresence>();
2148
1455 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2149 // 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! 2150 // 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! 2151 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1462,7 +2156,7 @@ namespace OpenSim.Region.Framework.Scenes
1462 // This is only necessary when userExposed is false! 2156 // This is only necessary when userExposed is false!
1463 2157
1464 bool previousAttachmentStatus = dupe.IsAttachment; 2158 bool previousAttachmentStatus = dupe.IsAttachment;
1465 2159
1466 if (!userExposed) 2160 if (!userExposed)
1467 dupe.IsAttachment = true; 2161 dupe.IsAttachment = true;
1468 2162
@@ -1475,16 +2169,17 @@ namespace OpenSim.Region.Framework.Scenes
1475 2169
1476 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2170 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1477 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2171 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2172
1478 2173
1479 if (userExposed) 2174 if (userExposed)
1480 dupe.m_rootPart.TrimPermissions(); 2175 dupe.m_rootPart.TrimPermissions();
1481 2176
1482 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2177 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1483 2178
1484 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2179 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1485 { 2180 {
1486 return p1.LinkNum.CompareTo(p2.LinkNum); 2181 return p1.LinkNum.CompareTo(p2.LinkNum);
1487 } 2182 }
1488 ); 2183 );
1489 2184
1490 foreach (SceneObjectPart part in partList) 2185 foreach (SceneObjectPart part in partList)
@@ -1494,41 +2189,56 @@ namespace OpenSim.Region.Framework.Scenes
1494 { 2189 {
1495 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2190 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1496 newPart.LinkNum = part.LinkNum; 2191 newPart.LinkNum = part.LinkNum;
1497 } 2192 if (userExposed)
2193 newPart.ParentID = dupe.m_rootPart.LocalId;
2194 }
1498 else 2195 else
1499 { 2196 {
1500 newPart = dupe.m_rootPart; 2197 newPart = dupe.m_rootPart;
1501 } 2198 }
2199/*
2200 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2201 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1502 2202
1503 // Need to duplicate the physics actor as well 2203 // Need to duplicate the physics actor as well
1504 PhysicsActor originalPartPa = part.PhysActor; 2204 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1505 if (originalPartPa != null && userExposed)
1506 { 2205 {
1507 PrimitiveBaseShape pbs = newPart.Shape; 2206 PrimitiveBaseShape pbs = newPart.Shape;
1508
1509 newPart.PhysActor 2207 newPart.PhysActor
1510 = m_scene.PhysicsScene.AddPrimShape( 2208 = m_scene.PhysicsScene.AddPrimShape(
1511 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2209 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1512 pbs, 2210 pbs,
1513 newPart.AbsolutePosition, 2211 newPart.AbsolutePosition,
1514 newPart.Scale, 2212 newPart.Scale,
1515 newPart.RotationOffset, 2213 newPart.GetWorldRotation(),
1516 originalPartPa.IsPhysical, 2214 isphys,
2215 isphan,
1517 newPart.LocalId); 2216 newPart.LocalId);
1518 2217
1519 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2218 newPart.DoPhysicsPropertyUpdate(isphys, true);
1520 } 2219 */
2220 if (userExposed)
2221 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2222// }
2223 // copy keyframemotion
2224 if (part.KeyframeMotion != null)
2225 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1521 } 2226 }
1522 2227
1523 if (userExposed) 2228 if (userExposed)
1524 { 2229 {
1525 dupe.UpdateParentIDs(); 2230// done above dupe.UpdateParentIDs();
2231
2232 if (dupe.m_rootPart.PhysActor != null)
2233 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2234
1526 dupe.HasGroupChanged = true; 2235 dupe.HasGroupChanged = true;
1527 dupe.AttachToBackup(); 2236 dupe.AttachToBackup();
1528 2237
1529 ScheduleGroupForFullUpdate(); 2238 ScheduleGroupForFullUpdate();
1530 } 2239 }
1531 2240
2241 m_dupeInProgress = false;
1532 return dupe; 2242 return dupe;
1533 } 2243 }
1534 2244
@@ -1540,11 +2250,24 @@ namespace OpenSim.Region.Framework.Scenes
1540 /// <param name="cGroupID"></param> 2250 /// <param name="cGroupID"></param>
1541 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2251 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1542 { 2252 {
1543 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2253 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2254 // give newpart a new local ID lettng old part keep same
2255 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2256 newpart.LocalId = m_scene.AllocateLocalId();
2257
2258 SetRootPart(newpart);
2259 if (userExposed)
2260 RootPart.Velocity = Vector3.Zero; // In case source is moving
1544 } 2261 }
1545 2262
1546 public void ScriptSetPhysicsStatus(bool usePhysics) 2263 public void ScriptSetPhysicsStatus(bool usePhysics)
1547 { 2264 {
2265 if (usePhysics)
2266 {
2267 if (RootPart.KeyframeMotion != null)
2268 RootPart.KeyframeMotion.Stop();
2269 RootPart.KeyframeMotion = null;
2270 }
1548 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2271 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1549 } 2272 }
1550 2273
@@ -1592,27 +2315,14 @@ namespace OpenSim.Region.Framework.Scenes
1592 2315
1593 if (pa != null) 2316 if (pa != null)
1594 { 2317 {
1595 pa.AddForce(impulse, true); 2318 // false to be applied as a impulse
1596 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2319 pa.AddForce(impulse, false);
1597 }
1598 }
1599 }
1600
1601 public void applyAngularImpulse(Vector3 impulse)
1602 {
1603 PhysicsActor pa = RootPart.PhysActor;
1604
1605 if (pa != null)
1606 {
1607 if (!IsAttachment)
1608 {
1609 pa.AddAngularForce(impulse, true);
1610 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2320 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1611 } 2321 }
1612 } 2322 }
1613 } 2323 }
1614 2324
1615 public void setAngularImpulse(Vector3 impulse) 2325 public void ApplyAngularImpulse(Vector3 impulse)
1616 { 2326 {
1617 PhysicsActor pa = RootPart.PhysActor; 2327 PhysicsActor pa = RootPart.PhysActor;
1618 2328
@@ -1620,7 +2330,8 @@ namespace OpenSim.Region.Framework.Scenes
1620 { 2330 {
1621 if (!IsAttachment) 2331 if (!IsAttachment)
1622 { 2332 {
1623 pa.Torque = impulse; 2333 // false to be applied as a impulse
2334 pa.AddAngularForce(impulse, false);
1624 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2335 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1625 } 2336 }
1626 } 2337 }
@@ -1628,20 +2339,10 @@ namespace OpenSim.Region.Framework.Scenes
1628 2339
1629 public Vector3 GetTorque() 2340 public Vector3 GetTorque()
1630 { 2341 {
1631 PhysicsActor pa = RootPart.PhysActor; 2342 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 } 2343 }
1644 2344
2345 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1645 public void moveToTarget(Vector3 target, float tau) 2346 public void moveToTarget(Vector3 target, float tau)
1646 { 2347 {
1647 if (IsAttachment) 2348 if (IsAttachment)
@@ -1673,6 +2374,46 @@ namespace OpenSim.Region.Framework.Scenes
1673 pa.PIDActive = false; 2374 pa.PIDActive = false;
1674 } 2375 }
1675 2376
2377 public void rotLookAt(Quaternion target, float strength, float damping)
2378 {
2379 SceneObjectPart rootpart = m_rootPart;
2380 if (rootpart != null)
2381 {
2382 if (IsAttachment)
2383 {
2384 /*
2385 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2386 if (avatar != null)
2387 {
2388 Rotate the Av?
2389 } */
2390 }
2391 else
2392 {
2393 if (rootpart.PhysActor != null)
2394 { // APID must be implemented in your physics system for this to function.
2395 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2396 rootpart.PhysActor.APIDStrength = strength;
2397 rootpart.PhysActor.APIDDamping = damping;
2398 rootpart.PhysActor.APIDActive = true;
2399 }
2400 }
2401 }
2402 }
2403
2404 public void stopLookAt()
2405 {
2406 SceneObjectPart rootpart = m_rootPart;
2407 if (rootpart != null)
2408 {
2409 if (rootpart.PhysActor != null)
2410 { // APID must be implemented in your physics system for this to function.
2411 rootpart.PhysActor.APIDActive = false;
2412 }
2413 }
2414
2415 }
2416
1676 /// <summary> 2417 /// <summary>
1677 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2418 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1678 /// </summary> 2419 /// </summary>
@@ -1689,7 +2430,7 @@ namespace OpenSim.Region.Framework.Scenes
1689 { 2430 {
1690 pa.PIDHoverHeight = height; 2431 pa.PIDHoverHeight = height;
1691 pa.PIDHoverType = hoverType; 2432 pa.PIDHoverType = hoverType;
1692 pa.PIDTau = tau; 2433 pa.PIDHoverTau = tau;
1693 pa.PIDHoverActive = true; 2434 pa.PIDHoverActive = true;
1694 } 2435 }
1695 else 2436 else
@@ -1729,7 +2470,12 @@ namespace OpenSim.Region.Framework.Scenes
1729 /// <param name="cGroupID"></param> 2470 /// <param name="cGroupID"></param>
1730 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2471 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1731 { 2472 {
1732 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2473 // give new ID to the new part, letting old keep original
2474 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2475 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2476 newPart.LocalId = m_scene.AllocateLocalId();
2477 newPart.SetParent(this);
2478
1733 AddPart(newPart); 2479 AddPart(newPart);
1734 2480
1735 SetPartAsNonRoot(newPart); 2481 SetPartAsNonRoot(newPart);
@@ -1868,11 +2614,11 @@ namespace OpenSim.Region.Framework.Scenes
1868 /// Immediately send a full update for this scene object. 2614 /// Immediately send a full update for this scene object.
1869 /// </summary> 2615 /// </summary>
1870 public void SendGroupFullUpdate() 2616 public void SendGroupFullUpdate()
1871 { 2617 {
1872 if (IsDeleted) 2618 if (IsDeleted)
1873 return; 2619 return;
1874 2620
1875// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2621// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1876 2622
1877 RootPart.SendFullUpdateToAllClients(); 2623 RootPart.SendFullUpdateToAllClients();
1878 2624
@@ -2028,6 +2774,11 @@ namespace OpenSim.Region.Framework.Scenes
2028 // 'linkPart' == the root of the group being linked into this group 2774 // 'linkPart' == the root of the group being linked into this group
2029 SceneObjectPart linkPart = objectGroup.m_rootPart; 2775 SceneObjectPart linkPart = objectGroup.m_rootPart;
2030 2776
2777 if (m_rootPart.PhysActor != null)
2778 m_rootPart.PhysActor.Building = true;
2779 if (linkPart.PhysActor != null)
2780 linkPart.PhysActor.Building = true;
2781
2031 // physics flags from group to be applied to linked parts 2782 // physics flags from group to be applied to linked parts
2032 bool grpusephys = UsesPhysics; 2783 bool grpusephys = UsesPhysics;
2033 bool grptemporary = IsTemporary; 2784 bool grptemporary = IsTemporary;
@@ -2053,12 +2804,12 @@ namespace OpenSim.Region.Framework.Scenes
2053 Vector3 axPos = linkPart.OffsetPosition; 2804 Vector3 axPos = linkPart.OffsetPosition;
2054 // Rotate the linking root SOP's position to be relative to the new root prim 2805 // Rotate the linking root SOP's position to be relative to the new root prim
2055 Quaternion parentRot = m_rootPart.RotationOffset; 2806 Quaternion parentRot = m_rootPart.RotationOffset;
2056 axPos *= Quaternion.Inverse(parentRot); 2807 axPos *= Quaternion.Conjugate(parentRot);
2057 linkPart.OffsetPosition = axPos; 2808 linkPart.OffsetPosition = axPos;
2058 2809
2059 // Make the linking root SOP's rotation relative to the new root prim 2810 // Make the linking root SOP's rotation relative to the new root prim
2060 Quaternion oldRot = linkPart.RotationOffset; 2811 Quaternion oldRot = linkPart.RotationOffset;
2061 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2812 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2062 linkPart.RotationOffset = newRot; 2813 linkPart.RotationOffset = newRot;
2063 2814
2064 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2815 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2092,7 +2843,7 @@ namespace OpenSim.Region.Framework.Scenes
2092 linkPart.CreateSelected = true; 2843 linkPart.CreateSelected = true;
2093 2844
2094 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2845 // 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); 2846 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2096 2847
2097 // If the added SOP is physical, also tell the physics engine about the link relationship. 2848 // 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) 2849 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2102,6 +2853,7 @@ namespace OpenSim.Region.Framework.Scenes
2102 } 2853 }
2103 2854
2104 linkPart.LinkNum = linkNum++; 2855 linkPart.LinkNum = linkNum++;
2856 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2105 2857
2106 // Get a list of the SOP's in the old group in order of their linknum's. 2858 // Get a list of the SOP's in the old group in order of their linknum's.
2107 SceneObjectPart[] ogParts = objectGroup.Parts; 2859 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2120,7 +2872,7 @@ namespace OpenSim.Region.Framework.Scenes
2120 2872
2121 // Update the physics flags for the newly added SOP 2873 // Update the physics flags for the newly added SOP
2122 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2874 // (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); 2875 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2124 2876
2125 // If the added SOP is physical, also tell the physics engine about the link relationship. 2877 // If the added SOP is physical, also tell the physics engine about the link relationship.
2126 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2878 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2138,7 +2890,7 @@ namespace OpenSim.Region.Framework.Scenes
2138 objectGroup.IsDeleted = true; 2890 objectGroup.IsDeleted = true;
2139 2891
2140 objectGroup.m_parts.Clear(); 2892 objectGroup.m_parts.Clear();
2141 2893
2142 // Can't do this yet since backup still makes use of the root part without any synchronization 2894 // Can't do this yet since backup still makes use of the root part without any synchronization
2143// objectGroup.m_rootPart = null; 2895// objectGroup.m_rootPart = null;
2144 2896
@@ -2152,6 +2904,9 @@ namespace OpenSim.Region.Framework.Scenes
2152 // unmoved prims! 2904 // unmoved prims!
2153 ResetChildPrimPhysicsPositions(); 2905 ResetChildPrimPhysicsPositions();
2154 2906
2907 if (m_rootPart.PhysActor != null)
2908 m_rootPart.PhysActor.Building = false;
2909
2155 //HasGroupChanged = true; 2910 //HasGroupChanged = true;
2156 //ScheduleGroupForFullUpdate(); 2911 //ScheduleGroupForFullUpdate();
2157 } 2912 }
@@ -2219,7 +2974,10 @@ namespace OpenSim.Region.Framework.Scenes
2219// m_log.DebugFormat( 2974// m_log.DebugFormat(
2220// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2975// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2221// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2976// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2222 2977
2978 if (m_rootPart.PhysActor != null)
2979 m_rootPart.PhysActor.Building = true;
2980
2223 linkPart.ClearUndoState(); 2981 linkPart.ClearUndoState();
2224 2982
2225 Vector3 worldPos = linkPart.GetWorldPosition(); 2983 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2290,6 +3048,14 @@ namespace OpenSim.Region.Framework.Scenes
2290 3048
2291 // When we delete a group, we currently have to force persist to the database if the object id has changed 3049 // 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) 3050 // (since delete works by deleting all rows which have a given object id)
3051
3052 // this is as it seems to be in sl now
3053 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3054 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3055
3056 if (m_rootPart.PhysActor != null)
3057 m_rootPart.PhysActor.Building = false;
3058
2293 objectGroup.HasGroupChangedDueToDelink = true; 3059 objectGroup.HasGroupChangedDueToDelink = true;
2294 3060
2295 return objectGroup; 3061 return objectGroup;
@@ -2301,6 +3067,8 @@ namespace OpenSim.Region.Framework.Scenes
2301 /// <param name="objectGroup"></param> 3067 /// <param name="objectGroup"></param>
2302 public virtual void DetachFromBackup() 3068 public virtual void DetachFromBackup()
2303 { 3069 {
3070 if (m_scene != null)
3071 m_scene.SceneGraph.FireDetachFromBackup(this);
2304 if (m_isBackedUp && Scene != null) 3072 if (m_isBackedUp && Scene != null)
2305 m_scene.EventManager.OnBackup -= ProcessBackup; 3073 m_scene.EventManager.OnBackup -= ProcessBackup;
2306 3074
@@ -2321,7 +3089,8 @@ namespace OpenSim.Region.Framework.Scenes
2321 Vector3 axPos = part.OffsetPosition; 3089 Vector3 axPos = part.OffsetPosition;
2322 axPos *= parentRot; 3090 axPos *= parentRot;
2323 part.OffsetPosition = axPos; 3091 part.OffsetPosition = axPos;
2324 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3092 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3093 part.GroupPosition = newPos;
2325 part.OffsetPosition = Vector3.Zero; 3094 part.OffsetPosition = Vector3.Zero;
2326 3095
2327 // Compution our rotation to be not relative to the old parent 3096 // Compution our rotation to be not relative to the old parent
@@ -2336,7 +3105,7 @@ namespace OpenSim.Region.Framework.Scenes
2336 part.LinkNum = linkNum; 3105 part.LinkNum = linkNum;
2337 3106
2338 // Compute the new position of this SOP relative to the group position 3107 // Compute the new position of this SOP relative to the group position
2339 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3108 part.OffsetPosition = newPos - AbsolutePosition;
2340 3109
2341 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3110 // (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 3111 // It would have the affect of setting the physics engine position multiple
@@ -2346,18 +3115,19 @@ namespace OpenSim.Region.Framework.Scenes
2346 // Rotate the relative position by the rotation of the group 3115 // Rotate the relative position by the rotation of the group
2347 Quaternion rootRotation = m_rootPart.RotationOffset; 3116 Quaternion rootRotation = m_rootPart.RotationOffset;
2348 Vector3 pos = part.OffsetPosition; 3117 Vector3 pos = part.OffsetPosition;
2349 pos *= Quaternion.Inverse(rootRotation); 3118 pos *= Quaternion.Conjugate(rootRotation);
2350 part.OffsetPosition = pos; 3119 part.OffsetPosition = pos;
2351 3120
2352 // Compute the SOP's rotation relative to the rotation of the group. 3121 // Compute the SOP's rotation relative to the rotation of the group.
2353 parentRot = m_rootPart.RotationOffset; 3122 parentRot = m_rootPart.RotationOffset;
2354 oldRot = part.RotationOffset; 3123 oldRot = part.RotationOffset;
2355 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3124 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2356 part.RotationOffset = newRot; 3125 part.RotationOffset = newRot;
2357 3126
2358 // Since this SOP's state has changed, push those changes into the physics engine 3127 // Since this SOP's state has changed, push those changes into the physics engine
2359 // and the simulator. 3128 // and the simulator.
2360 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3129 // done on caller
3130// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2361 } 3131 }
2362 3132
2363 /// <summary> 3133 /// <summary>
@@ -2379,10 +3149,14 @@ namespace OpenSim.Region.Framework.Scenes
2379 { 3149 {
2380 if (!m_rootPart.BlockGrab) 3150 if (!m_rootPart.BlockGrab)
2381 { 3151 {
2382 Vector3 llmoveforce = pos - AbsolutePosition; 3152/* Vector3 llmoveforce = pos - AbsolutePosition;
2383 Vector3 grabforce = llmoveforce; 3153 Vector3 grabforce = llmoveforce;
2384 grabforce = (grabforce / 10) * pa.Mass; 3154 grabforce = (grabforce / 10) * pa.Mass;
2385 pa.AddForce(grabforce, true); 3155 */
3156 // empirically convert distance diference to a impulse
3157 Vector3 grabforce = pos - AbsolutePosition;
3158 grabforce = grabforce * (pa.Mass/ 10.0f);
3159 pa.AddForce(grabforce, false);
2386 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3160 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2387 } 3161 }
2388 } 3162 }
@@ -2578,6 +3352,8 @@ namespace OpenSim.Region.Framework.Scenes
2578 /// <param name="SetVolumeDetect"></param> 3352 /// <param name="SetVolumeDetect"></param>
2579 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3353 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2580 { 3354 {
3355 HasGroupChanged = true;
3356
2581 SceneObjectPart selectionPart = GetPart(localID); 3357 SceneObjectPart selectionPart = GetPart(localID);
2582 3358
2583 if (SetTemporary && Scene != null) 3359 if (SetTemporary && Scene != null)
@@ -2608,8 +3384,22 @@ namespace OpenSim.Region.Framework.Scenes
2608 } 3384 }
2609 } 3385 }
2610 3386
2611 for (int i = 0; i < parts.Length; i++) 3387 if (parts.Length > 1)
2612 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3388 {
3389 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3390
3391 for (int i = 0; i < parts.Length; i++)
3392 {
3393
3394 if (parts[i].UUID != m_rootPart.UUID)
3395 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3396 }
3397
3398 if (m_rootPart.PhysActor != null)
3399 m_rootPart.PhysActor.Building = false;
3400 }
3401 else
3402 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2613 } 3403 }
2614 } 3404 }
2615 3405
@@ -2622,6 +3412,17 @@ namespace OpenSim.Region.Framework.Scenes
2622 } 3412 }
2623 } 3413 }
2624 3414
3415
3416
3417 /// <summary>
3418 /// Gets the number of parts
3419 /// </summary>
3420 /// <returns></returns>
3421 public int GetPartCount()
3422 {
3423 return Parts.Count();
3424 }
3425
2625 /// <summary> 3426 /// <summary>
2626 /// Update the texture entry for this part 3427 /// Update the texture entry for this part
2627 /// </summary> 3428 /// </summary>
@@ -2638,11 +3439,18 @@ namespace OpenSim.Region.Framework.Scenes
2638 3439
2639 public void AdjustChildPrimPermissions() 3440 public void AdjustChildPrimPermissions()
2640 { 3441 {
3442 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3443 uint foldedPerms = RootPart.OwnerMask & 3;
3444
2641 ForEachPart(part => 3445 ForEachPart(part =>
2642 { 3446 {
3447 newOwnerMask &= part.BaseMask;
2643 if (part != RootPart) 3448 if (part != RootPart)
2644 part.ClonePermissions(RootPart); 3449 part.ClonePermissions(RootPart);
2645 }); 3450 });
3451
3452 RootPart.OwnerMask = newOwnerMask | foldedPerms;
3453 RootPart.ScheduleFullUpdate();
2646 } 3454 }
2647 3455
2648 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3456 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2650,8 +3458,24 @@ namespace OpenSim.Region.Framework.Scenes
2650 { 3458 {
2651 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3459 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2652 3460
3461 bool god = Scene.Permissions.IsGod(AgentID);
3462
3463 if (field == 1 && god)
3464 {
3465 ForEachPart(part =>
3466 {
3467 part.BaseMask = RootPart.BaseMask;
3468 });
3469 }
3470
2653 AdjustChildPrimPermissions(); 3471 AdjustChildPrimPermissions();
2654 3472
3473 if (field == 1 && god) // Base mask was set. Update all child part inventories
3474 {
3475 foreach (SceneObjectPart part in Parts)
3476 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3477 }
3478
2655 HasGroupChanged = true; 3479 HasGroupChanged = true;
2656 3480
2657 // Send the group's properties to all clients once all parts are updated 3481 // Send the group's properties to all clients once all parts are updated
@@ -2697,8 +3521,6 @@ namespace OpenSim.Region.Framework.Scenes
2697 3521
2698 PhysicsActor pa = m_rootPart.PhysActor; 3522 PhysicsActor pa = m_rootPart.PhysActor;
2699 3523
2700 RootPart.StoreUndoState(true);
2701
2702 if (Scene != null) 3524 if (Scene != null)
2703 { 3525 {
2704 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3526 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2726,7 +3548,6 @@ namespace OpenSim.Region.Framework.Scenes
2726 SceneObjectPart obPart = parts[i]; 3548 SceneObjectPart obPart = parts[i];
2727 if (obPart.UUID != m_rootPart.UUID) 3549 if (obPart.UUID != m_rootPart.UUID)
2728 { 3550 {
2729// obPart.IgnoreUndoUpdate = true;
2730 Vector3 oldSize = new Vector3(obPart.Scale); 3551 Vector3 oldSize = new Vector3(obPart.Scale);
2731 3552
2732 float f = 1.0f; 3553 float f = 1.0f;
@@ -2838,8 +3659,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 z *= a; 3659 z *= a;
2839 } 3660 }
2840 } 3661 }
2841
2842// obPart.IgnoreUndoUpdate = false;
2843 } 3662 }
2844 } 3663 }
2845 } 3664 }
@@ -2849,9 +3668,7 @@ namespace OpenSim.Region.Framework.Scenes
2849 prevScale.Y *= y; 3668 prevScale.Y *= y;
2850 prevScale.Z *= z; 3669 prevScale.Z *= z;
2851 3670
2852// RootPart.IgnoreUndoUpdate = true;
2853 RootPart.Resize(prevScale); 3671 RootPart.Resize(prevScale);
2854// RootPart.IgnoreUndoUpdate = false;
2855 3672
2856 for (int i = 0; i < parts.Length; i++) 3673 for (int i = 0; i < parts.Length; i++)
2857 { 3674 {
@@ -2859,8 +3676,6 @@ namespace OpenSim.Region.Framework.Scenes
2859 3676
2860 if (obPart.UUID != m_rootPart.UUID) 3677 if (obPart.UUID != m_rootPart.UUID)
2861 { 3678 {
2862 obPart.IgnoreUndoUpdate = true;
2863
2864 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3679 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2865 currentpos.X *= x; 3680 currentpos.X *= x;
2866 currentpos.Y *= y; 3681 currentpos.Y *= y;
@@ -2873,16 +3688,12 @@ namespace OpenSim.Region.Framework.Scenes
2873 3688
2874 obPart.Resize(newSize); 3689 obPart.Resize(newSize);
2875 obPart.UpdateOffSet(currentpos); 3690 obPart.UpdateOffSet(currentpos);
2876
2877 obPart.IgnoreUndoUpdate = false;
2878 } 3691 }
2879 3692
2880// obPart.IgnoreUndoUpdate = false; 3693 HasGroupChanged = true;
2881// obPart.StoreUndoState(); 3694 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3695 ScheduleGroupForTerseUpdate();
2882 } 3696 }
2883
2884// m_log.DebugFormat(
2885// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2886 } 3697 }
2887 3698
2888 #endregion 3699 #endregion
@@ -2895,14 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
2895 /// <param name="pos"></param> 3706 /// <param name="pos"></param>
2896 public void UpdateGroupPosition(Vector3 pos) 3707 public void UpdateGroupPosition(Vector3 pos)
2897 { 3708 {
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)) 3709 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2907 { 3710 {
2908 if (IsAttachment) 3711 if (IsAttachment)
@@ -2935,21 +3738,17 @@ namespace OpenSim.Region.Framework.Scenes
2935 /// </summary> 3738 /// </summary>
2936 /// <param name="pos"></param> 3739 /// <param name="pos"></param>
2937 /// <param name="localID"></param> 3740 /// <param name="localID"></param>
3741 ///
3742
2938 public void UpdateSinglePosition(Vector3 pos, uint localID) 3743 public void UpdateSinglePosition(Vector3 pos, uint localID)
2939 { 3744 {
2940 SceneObjectPart part = GetPart(localID); 3745 SceneObjectPart part = GetPart(localID);
2941 3746
2942// SceneObjectPart[] parts = m_parts.GetArray();
2943// for (int i = 0; i < parts.Length; i++)
2944// parts[i].StoreUndoState();
2945
2946 if (part != null) 3747 if (part != null)
2947 { 3748 {
2948// m_log.DebugFormat( 3749// unlock parts position change
2949// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3750 if (m_rootPart.PhysActor != null)
2950 3751 m_rootPart.PhysActor.Building = true;
2951 part.StoreUndoState(false);
2952 part.IgnoreUndoUpdate = true;
2953 3752
2954 if (part.UUID == m_rootPart.UUID) 3753 if (part.UUID == m_rootPart.UUID)
2955 { 3754 {
@@ -2960,8 +3759,10 @@ namespace OpenSim.Region.Framework.Scenes
2960 part.UpdateOffSet(pos); 3759 part.UpdateOffSet(pos);
2961 } 3760 }
2962 3761
3762 if (m_rootPart.PhysActor != null)
3763 m_rootPart.PhysActor.Building = false;
3764
2963 HasGroupChanged = true; 3765 HasGroupChanged = true;
2964 part.IgnoreUndoUpdate = false;
2965 } 3766 }
2966 } 3767 }
2967 3768
@@ -2971,13 +3772,7 @@ namespace OpenSim.Region.Framework.Scenes
2971 /// <param name="pos"></param> 3772 /// <param name="pos"></param>
2972 public void UpdateRootPosition(Vector3 pos) 3773 public void UpdateRootPosition(Vector3 pos)
2973 { 3774 {
2974// m_log.DebugFormat( 3775 // 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); 3776 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2982 Vector3 oldPos = 3777 Vector3 oldPos =
2983 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3778 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3000,7 +3795,14 @@ namespace OpenSim.Region.Framework.Scenes
3000 AbsolutePosition = newPos; 3795 AbsolutePosition = newPos;
3001 3796
3002 HasGroupChanged = true; 3797 HasGroupChanged = true;
3003 ScheduleGroupForTerseUpdate(); 3798 if (m_rootPart.Undoing)
3799 {
3800 ScheduleGroupForFullUpdate();
3801 }
3802 else
3803 {
3804 ScheduleGroupForTerseUpdate();
3805 }
3004 } 3806 }
3005 3807
3006 #endregion 3808 #endregion
@@ -3013,24 +3815,16 @@ namespace OpenSim.Region.Framework.Scenes
3013 /// <param name="rot"></param> 3815 /// <param name="rot"></param>
3014 public void UpdateGroupRotationR(Quaternion rot) 3816 public void UpdateGroupRotationR(Quaternion rot)
3015 { 3817 {
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); 3818 m_rootPart.UpdateRotation(rot);
3026 3819
3820/* this is done by rootpart RotationOffset set called by UpdateRotation
3027 PhysicsActor actor = m_rootPart.PhysActor; 3821 PhysicsActor actor = m_rootPart.PhysActor;
3028 if (actor != null) 3822 if (actor != null)
3029 { 3823 {
3030 actor.Orientation = m_rootPart.RotationOffset; 3824 actor.Orientation = m_rootPart.RotationOffset;
3031 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3825 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3032 } 3826 }
3033 3827*/
3034 HasGroupChanged = true; 3828 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3829 ScheduleGroupForTerseUpdate();
3036 } 3830 }
@@ -3042,16 +3836,6 @@ namespace OpenSim.Region.Framework.Scenes
3042 /// <param name="rot"></param> 3836 /// <param name="rot"></param>
3043 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3837 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3044 { 3838 {
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); 3839 m_rootPart.UpdateRotation(rot);
3056 3840
3057 PhysicsActor actor = m_rootPart.PhysActor; 3841 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3070,8 +3854,6 @@ namespace OpenSim.Region.Framework.Scenes
3070 3854
3071 HasGroupChanged = true; 3855 HasGroupChanged = true;
3072 ScheduleGroupForTerseUpdate(); 3856 ScheduleGroupForTerseUpdate();
3073
3074 RootPart.IgnoreUndoUpdate = false;
3075 } 3857 }
3076 3858
3077 /// <summary> 3859 /// <summary>
@@ -3084,13 +3866,11 @@ namespace OpenSim.Region.Framework.Scenes
3084 SceneObjectPart part = GetPart(localID); 3866 SceneObjectPart part = GetPart(localID);
3085 3867
3086 SceneObjectPart[] parts = m_parts.GetArray(); 3868 SceneObjectPart[] parts = m_parts.GetArray();
3087 for (int i = 0; i < parts.Length; i++)
3088 parts[i].StoreUndoState();
3089 3869
3090 if (part != null) 3870 if (part != null)
3091 { 3871 {
3092// m_log.DebugFormat( 3872 if (m_rootPart.PhysActor != null)
3093// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3873 m_rootPart.PhysActor.Building = true;
3094 3874
3095 if (part.UUID == m_rootPart.UUID) 3875 if (part.UUID == m_rootPart.UUID)
3096 { 3876 {
@@ -3100,6 +3880,9 @@ namespace OpenSim.Region.Framework.Scenes
3100 { 3880 {
3101 part.UpdateRotation(rot); 3881 part.UpdateRotation(rot);
3102 } 3882 }
3883
3884 if (m_rootPart.PhysActor != null)
3885 m_rootPart.PhysActor.Building = false;
3103 } 3886 }
3104 } 3887 }
3105 3888
@@ -3113,12 +3896,8 @@ namespace OpenSim.Region.Framework.Scenes
3113 SceneObjectPart part = GetPart(localID); 3896 SceneObjectPart part = GetPart(localID);
3114 if (part != null) 3897 if (part != null)
3115 { 3898 {
3116// m_log.DebugFormat( 3899 if (m_rootPart.PhysActor != null)
3117// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3900 m_rootPart.PhysActor.Building = true;
3118// part.Name, part.LocalId, rot);
3119
3120 part.StoreUndoState();
3121 part.IgnoreUndoUpdate = true;
3122 3901
3123 if (part.UUID == m_rootPart.UUID) 3902 if (part.UUID == m_rootPart.UUID)
3124 { 3903 {
@@ -3131,7 +3910,8 @@ namespace OpenSim.Region.Framework.Scenes
3131 part.OffsetPosition = pos; 3910 part.OffsetPosition = pos;
3132 } 3911 }
3133 3912
3134 part.IgnoreUndoUpdate = false; 3913 if (m_rootPart.PhysActor != null)
3914 m_rootPart.PhysActor.Building = false;
3135 } 3915 }
3136 } 3916 }
3137 3917
@@ -3141,15 +3921,12 @@ namespace OpenSim.Region.Framework.Scenes
3141 /// <param name="rot"></param> 3921 /// <param name="rot"></param>
3142 public void UpdateRootRotation(Quaternion rot) 3922 public void UpdateRootRotation(Quaternion rot)
3143 { 3923 {
3144// m_log.DebugFormat( 3924 // 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; 3925 Quaternion axRot = rot;
3149 Quaternion oldParentRot = m_rootPart.RotationOffset; 3926 Quaternion oldParentRot = m_rootPart.RotationOffset;
3150 3927
3151 m_rootPart.StoreUndoState(); 3928 //Don't use UpdateRotation because it schedules an update prematurely
3152 m_rootPart.UpdateRotation(rot); 3929 m_rootPart.RotationOffset = rot;
3153 3930
3154 PhysicsActor pa = m_rootPart.PhysActor; 3931 PhysicsActor pa = m_rootPart.PhysActor;
3155 3932
@@ -3165,35 +3942,145 @@ namespace OpenSim.Region.Framework.Scenes
3165 SceneObjectPart prim = parts[i]; 3942 SceneObjectPart prim = parts[i];
3166 if (prim.UUID != m_rootPart.UUID) 3943 if (prim.UUID != m_rootPart.UUID)
3167 { 3944 {
3168 prim.IgnoreUndoUpdate = true; 3945 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3946 NewRot = Quaternion.Inverse(axRot) * NewRot;
3947 prim.RotationOffset = NewRot;
3948
3169 Vector3 axPos = prim.OffsetPosition; 3949 Vector3 axPos = prim.OffsetPosition;
3950
3170 axPos *= oldParentRot; 3951 axPos *= oldParentRot;
3171 axPos *= Quaternion.Inverse(axRot); 3952 axPos *= Quaternion.Inverse(axRot);
3172 prim.OffsetPosition = axPos; 3953 prim.OffsetPosition = axPos;
3173 Quaternion primsRot = prim.RotationOffset; 3954 }
3174 Quaternion newRot = oldParentRot * primsRot; 3955 }
3175 newRot = Quaternion.Inverse(axRot) * newRot;
3176 prim.RotationOffset = newRot;
3177 prim.ScheduleTerseUpdate();
3178 prim.IgnoreUndoUpdate = false;
3179 }
3180 }
3181
3182// for (int i = 0; i < parts.Length; i++)
3183// {
3184// SceneObjectPart childpart = parts[i];
3185// if (childpart != m_rootPart)
3186// {
3187//// childpart.IgnoreUndoUpdate = false;
3188//// childpart.StoreUndoState();
3189// }
3190// }
3191 3956
3192 m_rootPart.ScheduleTerseUpdate(); 3957 HasGroupChanged = true;
3958 ScheduleGroupForFullUpdate();
3959 }
3193 3960
3194// m_log.DebugFormat( 3961 private enum updatetype :int
3195// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3962 {
3196// Name, LocalId, rot); 3963 none = 0,
3964 partterse = 1,
3965 partfull = 2,
3966 groupterse = 3,
3967 groupfull = 4
3968 }
3969
3970 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3971 {
3972 // TODO this still as excessive *.Schedule*Update()s
3973
3974 if (part != null && part.ParentGroup != null)
3975 {
3976 ObjectChangeType change = data.change;
3977 bool togroup = ((change & ObjectChangeType.Group) != 0);
3978 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3979
3980 SceneObjectGroup group = part.ParentGroup;
3981 PhysicsActor pha = group.RootPart.PhysActor;
3982
3983 updatetype updateType = updatetype.none;
3984
3985 if (togroup)
3986 {
3987 // related to group
3988 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3989 {
3990 if ((change & ObjectChangeType.Rotation) != 0)
3991 {
3992 group.RootPart.UpdateRotation(data.rotation);
3993 updateType = updatetype.none;
3994 }
3995 if ((change & ObjectChangeType.Position) != 0)
3996 {
3997 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3998 UpdateGroupPosition(data.position);
3999 updateType = updatetype.groupterse;
4000 }
4001 else
4002 // ugly rotation update of all parts
4003 {
4004 group.ResetChildPrimPhysicsPositions();
4005 }
4006
4007 }
4008 if ((change & ObjectChangeType.Scale) != 0)
4009 {
4010 if (pha != null)
4011 pha.Building = true;
4012
4013 group.GroupResize(data.scale);
4014 updateType = updatetype.none;
4015
4016 if (pha != null)
4017 pha.Building = false;
4018 }
4019 }
4020 else
4021 {
4022 // related to single prim in a link-set ( ie group)
4023 if (pha != null)
4024 pha.Building = true;
4025
4026 // root part is special
4027 // parts offset positions or rotations need to change also
4028
4029 if (part == group.RootPart)
4030 {
4031 if ((change & ObjectChangeType.Rotation) != 0)
4032 group.UpdateRootRotation(data.rotation);
4033 if ((change & ObjectChangeType.Position) != 0)
4034 group.UpdateRootPosition(data.position);
4035 if ((change & ObjectChangeType.Scale) != 0)
4036 part.Resize(data.scale);
4037 }
4038 else
4039 {
4040 if ((change & ObjectChangeType.Position) != 0)
4041 {
4042 part.OffsetPosition = data.position;
4043 updateType = updatetype.partterse;
4044 }
4045 if ((change & ObjectChangeType.Rotation) != 0)
4046 {
4047 part.UpdateRotation(data.rotation);
4048 updateType = updatetype.none;
4049 }
4050 if ((change & ObjectChangeType.Scale) != 0)
4051 {
4052 part.Resize(data.scale);
4053 updateType = updatetype.none;
4054 }
4055 }
4056
4057 if (pha != null)
4058 pha.Building = false;
4059 }
4060
4061 if (updateType != updatetype.none)
4062 {
4063 group.HasGroupChanged = true;
4064
4065 switch (updateType)
4066 {
4067 case updatetype.partterse:
4068 part.ScheduleTerseUpdate();
4069 break;
4070 case updatetype.partfull:
4071 part.ScheduleFullUpdate();
4072 break;
4073 case updatetype.groupterse:
4074 group.ScheduleGroupForTerseUpdate();
4075 break;
4076 case updatetype.groupfull:
4077 group.ScheduleGroupForFullUpdate();
4078 break;
4079 default:
4080 break;
4081 }
4082 }
4083 }
3197 } 4084 }
3198 4085
3199 #endregion 4086 #endregion
@@ -3292,10 +4179,11 @@ namespace OpenSim.Region.Framework.Scenes
3292 scriptPosTarget target = m_targets[idx]; 4179 scriptPosTarget target = m_targets[idx];
3293 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4180 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3294 { 4181 {
4182 at_target = true;
4183
3295 // trigger at_target 4184 // trigger at_target
3296 if (m_scriptListens_atTarget) 4185 if (m_scriptListens_atTarget)
3297 { 4186 {
3298 at_target = true;
3299 scriptPosTarget att = new scriptPosTarget(); 4187 scriptPosTarget att = new scriptPosTarget();
3300 att.targetPos = target.targetPos; 4188 att.targetPos = target.targetPos;
3301 att.tolerance = target.tolerance; 4189 att.tolerance = target.tolerance;
@@ -3413,11 +4301,50 @@ namespace OpenSim.Region.Framework.Scenes
3413 } 4301 }
3414 } 4302 }
3415 } 4303 }
3416 4304
4305 public Vector3 GetGeometricCenter()
4306 {
4307 // this is not real geometric center but a average of positions relative to root prim acording to
4308 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4309 // ignoring tortured prims details since sl also seems to ignore
4310 // so no real use in doing it on physics
4311
4312 Vector3 gc = Vector3.Zero;
4313
4314 int nparts = m_parts.Count;
4315 if (nparts <= 1)
4316 return gc;
4317
4318 SceneObjectPart[] parts = m_parts.GetArray();
4319 nparts = parts.Length; // just in case it changed
4320 if (nparts <= 1)
4321 return gc;
4322
4323 Quaternion parentRot = RootPart.RotationOffset;
4324 Vector3 pPos;
4325
4326 // average all parts positions
4327 for (int i = 0; i < nparts; i++)
4328 {
4329 // do it directly
4330 // gc += parts[i].GetWorldPosition();
4331 if (parts[i] != RootPart)
4332 {
4333 pPos = parts[i].OffsetPosition;
4334 gc += pPos;
4335 }
4336
4337 }
4338 gc /= nparts;
4339
4340 // relative to root:
4341// gc -= AbsolutePosition;
4342 return gc;
4343 }
4344
3417 public float GetMass() 4345 public float GetMass()
3418 { 4346 {
3419 float retmass = 0f; 4347 float retmass = 0f;
3420
3421 SceneObjectPart[] parts = m_parts.GetArray(); 4348 SceneObjectPart[] parts = m_parts.GetArray();
3422 for (int i = 0; i < parts.Length; i++) 4349 for (int i = 0; i < parts.Length; i++)
3423 retmass += parts[i].GetMass(); 4350 retmass += parts[i].GetMass();
@@ -3425,6 +4352,39 @@ namespace OpenSim.Region.Framework.Scenes
3425 return retmass; 4352 return retmass;
3426 } 4353 }
3427 4354
4355 // center of mass of full object
4356 public Vector3 GetCenterOfMass()
4357 {
4358 PhysicsActor pa = RootPart.PhysActor;
4359
4360 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4361 {
4362 // physics knows better about center of mass of physical prims
4363 Vector3 tmp = pa.CenterOfMass;
4364 return tmp;
4365 }
4366
4367 Vector3 Ptot = Vector3.Zero;
4368 float totmass = 0f;
4369 float m;
4370
4371 SceneObjectPart[] parts = m_parts.GetArray();
4372 for (int i = 0; i < parts.Length; i++)
4373 {
4374 m = parts[i].GetMass();
4375 Ptot += parts[i].GetPartCenterOfMass() * m;
4376 totmass += m;
4377 }
4378
4379 if (totmass == 0)
4380 totmass = 0;
4381 else
4382 totmass = 1 / totmass;
4383 Ptot *= totmass;
4384
4385 return Ptot;
4386 }
4387
3428 /// <summary> 4388 /// <summary>
3429 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4389 /// 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. 4390 /// the physics engine can use it.
@@ -3593,6 +4553,14 @@ namespace OpenSim.Region.Framework.Scenes
3593 FromItemID = uuid; 4553 FromItemID = uuid;
3594 } 4554 }
3595 4555
4556 public void ResetOwnerChangeFlag()
4557 {
4558 ForEachPart(delegate(SceneObjectPart part)
4559 {
4560 part.ResetOwnerChangeFlag();
4561 });
4562 }
4563
3596 #endregion 4564 #endregion
3597 } 4565 }
3598} 4566}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f79ac96..2191cfa 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)
@@ -766,10 +813,25 @@ namespace OpenSim.Region.Framework.Scenes
766 actor.Orientation = GetWorldRotation(); 813 actor.Orientation = GetWorldRotation();
767 814
768 // Tell the physics engines that this prim changed. 815 // Tell the physics engines that this prim changed.
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != 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 { 2749
2194 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2750 ColliderArgs LandCollidingMessage = new ColliderArgs();
2195 List<DetectedObject> colliding = new List<DetectedObject>(); 2751 List<DetectedObject> colliding = new List<DetectedObject>();
2196 2752
2197 colliding.Add(CreateDetObjectForGround()); 2753 colliding.Add(CreateDetObjectForGround());
2198 LandCollidingMessage.Colliders = colliding; 2754 LandCollidingMessage.Colliders = colliding;
2199 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
@@ -2213,57 +2779,120 @@ 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;
2235 2804
2236 // remove things that ended colliding from the last colliders list 2805 foreach (uint id in collissionswith.Keys)
2237 foreach (uint localID in endedColliders) 2806 {
2238 m_lastColliders.Remove(localID); 2807 thisHitColliders.Add(id);
2808 if (!m_lastColliders.Contains(id))
2809 {
2810 startedColliders.Add(id);
2239 2811
2240 // play the sound. 2812 curcontact = collissionswith[id];
2241 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2813 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2242 { 2814 {
2243 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2815 soundinfo = new CollisionForSoundInfo();
2244 if (soundModule != null) 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)
2245 { 2836 {
2246 soundModule.SendSound(UUID, CollisionSound, 2837 if (!thisHitColliders.Contains(localID))
2247 CollisionSoundVolume, true, (byte)0, 0, false, 2838 endedColliders.Add(localID);
2248 false);
2249 } 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);
2844
2845 // remove things that ended colliding from the last colliders list
2846 foreach (uint localID in endedColliders)
2847 m_lastColliders.Remove(localID);
2848
2849 // play sounds.
2850 if (soundinfolist.Count > 0)
2851 CollisionSounds.PartCollisionSound(this, soundinfolist);
2250 } 2852 }
2251 2853
2252 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2854 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2253 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2855 if (!VolumeDetectActive)
2856 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2254 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2857 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2255 2858
2256 if (startedColliders.Contains(0)) 2859 if (startedColliders.Contains(0))
2257 { 2860 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2258 if (m_lastColliders.Contains(0)) 2861 if (m_lastColliders.Contains(0))
2259 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2862 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2260 else
2261 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2262 }
2263 if (endedColliders.Contains(0)) 2863 if (endedColliders.Contains(0))
2264 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2265 } 2865 }
2266 2866
2867 // The Collision sounds code calls this
2868 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2869 {
2870 if (soundID == UUID.Zero)
2871 return;
2872
2873 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2874 if (soundModule == null)
2875 return;
2876
2877 if (volume > 1)
2878 volume = 1;
2879 if (volume < 0)
2880 volume = 0;
2881
2882 int now = Util.EnvironmentTickCount();
2883 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2884 return;
2885
2886 LastColSoundSentTime = now;
2887
2888 UUID ownerID = OwnerID;
2889 UUID objectID = ParentGroup.RootPart.UUID;
2890 UUID parentID = ParentGroup.UUID;
2891 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2892
2893 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2894 }
2895
2267 public void PhysicsOutOfBounds(Vector3 pos) 2896 public void PhysicsOutOfBounds(Vector3 pos)
2268 { 2897 {
2269 m_log.Error("[PHYSICS]: Physical Object went out of bounds."); 2898 m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
@@ -2282,9 +2911,9 @@ namespace OpenSim.Region.Framework.Scenes
2282 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2911 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2283 2912
2284 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2913 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2285 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2914 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2286 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2915 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2287 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2916 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2288 { 2917 {
2289 ParentGroup.AbsolutePosition = newpos; 2918 ParentGroup.AbsolutePosition = newpos;
2290 return; 2919 return;
@@ -2411,6 +3040,19 @@ namespace OpenSim.Region.Framework.Scenes
2411 APIDTarget = Quaternion.Identity; 3040 APIDTarget = Quaternion.Identity;
2412 } 3041 }
2413 3042
3043
3044
3045 public void ScheduleFullUpdateIfNone()
3046 {
3047 if (ParentGroup == null)
3048 return;
3049
3050// ??? ParentGroup.HasGroupChanged = true;
3051
3052 if (UpdateFlag != UpdateRequired.FULL)
3053 ScheduleFullUpdate();
3054 }
3055
2414 /// <summary> 3056 /// <summary>
2415 /// Schedules this prim for a full update 3057 /// Schedules this prim for a full update
2416 /// </summary> 3058 /// </summary>
@@ -2614,8 +3256,8 @@ namespace OpenSim.Region.Framework.Scenes
2614 { 3256 {
2615 const float ROTATION_TOLERANCE = 0.01f; 3257 const float ROTATION_TOLERANCE = 0.01f;
2616 const float VELOCITY_TOLERANCE = 0.001f; 3258 const float VELOCITY_TOLERANCE = 0.001f;
2617 const float POSITION_TOLERANCE = 0.05f; 3259 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2618 const int TIME_MS_TOLERANCE = 3000; 3260 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2619 3261
2620 switch (UpdateFlag) 3262 switch (UpdateFlag)
2621 { 3263 {
@@ -2657,6 +3299,9 @@ namespace OpenSim.Region.Framework.Scenes
2657 /// </summary> 3299 /// </summary>
2658 public void SendTerseUpdateToAllClients() 3300 public void SendTerseUpdateToAllClients()
2659 { 3301 {
3302 if (ParentGroup == null || ParentGroup.Scene == null)
3303 return;
3304
2660 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3305 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2661 { 3306 {
2662 SendTerseUpdateToClient(client); 3307 SendTerseUpdateToClient(client);
@@ -2680,10 +3325,13 @@ namespace OpenSim.Region.Framework.Scenes
2680 3325
2681 public void SetBuoyancy(float fvalue) 3326 public void SetBuoyancy(float fvalue)
2682 { 3327 {
2683 PhysicsActor pa = PhysActor; 3328 Buoyancy = fvalue;
2684 3329/*
2685 if (pa != null) 3330 if (PhysActor != null)
2686 pa.Buoyancy = fvalue; 3331 {
3332 PhysActor.Buoyancy = fvalue;
3333 }
3334 */
2687 } 3335 }
2688 3336
2689 public void SetDieAtEdge(bool p) 3337 public void SetDieAtEdge(bool p)
@@ -2699,47 +3347,111 @@ namespace OpenSim.Region.Framework.Scenes
2699 PhysicsActor pa = PhysActor; 3347 PhysicsActor pa = PhysActor;
2700 3348
2701 if (pa != null) 3349 if (pa != null)
2702 pa.FloatOnWater = floatYN == 1; 3350 pa.FloatOnWater = (floatYN == 1);
2703 } 3351 }
2704 3352
2705 public void SetForce(Vector3 force) 3353 public void SetForce(Vector3 force)
2706 { 3354 {
2707 PhysicsActor pa = PhysActor; 3355 Force = force;
3356 }
2708 3357
2709 if (pa != null) 3358 public SOPVehicle VehicleParams
2710 pa.Force = force; 3359 {
3360 get
3361 {
3362 return m_vehicleParams;
3363 }
3364 set
3365 {
3366 m_vehicleParams = value;
3367 }
3368 }
3369
3370
3371 public int VehicleType
3372 {
3373 get
3374 {
3375 if (m_vehicleParams == null)
3376 return (int)Vehicle.TYPE_NONE;
3377 else
3378 return (int)m_vehicleParams.Type;
3379 }
3380 set
3381 {
3382 SetVehicleType(value);
3383 }
2711 } 3384 }
2712 3385
2713 public void SetVehicleType(int type) 3386 public void SetVehicleType(int type)
2714 { 3387 {
2715 PhysicsActor pa = PhysActor; 3388 m_vehicleParams = null;
3389
3390 if (type == (int)Vehicle.TYPE_NONE)
3391 {
3392 if (_parentID ==0 && PhysActor != null)
3393 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3394 return;
3395 }
3396 m_vehicleParams = new SOPVehicle();
3397 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3398 {
3399 if (_parentID ==0 && PhysActor != null)
3400 PhysActor.VehicleType = type;
3401 return;
3402 }
3403 }
2716 3404
2717 if (pa != null) 3405 public void SetVehicleFlags(int param, bool remove)
2718 pa.VehicleType = type; 3406 {
3407 if (m_vehicleParams == null)
3408 return;
3409
3410 m_vehicleParams.ProcessVehicleFlags(param, remove);
3411
3412 if (_parentID ==0 && PhysActor != null)
3413 {
3414 PhysActor.VehicleFlags(param, remove);
3415 }
2719 } 3416 }
2720 3417
2721 public void SetVehicleFloatParam(int param, float value) 3418 public void SetVehicleFloatParam(int param, float value)
2722 { 3419 {
2723 PhysicsActor pa = PhysActor; 3420 if (m_vehicleParams == null)
3421 return;
2724 3422
2725 if (pa != null) 3423 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2726 pa.VehicleFloatParam(param, value); 3424
3425 if (_parentID == 0 && PhysActor != null)
3426 {
3427 PhysActor.VehicleFloatParam(param, value);
3428 }
2727 } 3429 }
2728 3430
2729 public void SetVehicleVectorParam(int param, Vector3 value) 3431 public void SetVehicleVectorParam(int param, Vector3 value)
2730 { 3432 {
2731 PhysicsActor pa = PhysActor; 3433 if (m_vehicleParams == null)
3434 return;
2732 3435
2733 if (pa != null) 3436 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2734 pa.VehicleVectorParam(param, value); 3437
3438 if (_parentID == 0 && PhysActor != null)
3439 {
3440 PhysActor.VehicleVectorParam(param, value);
3441 }
2735 } 3442 }
2736 3443
2737 public void SetVehicleRotationParam(int param, Quaternion rotation) 3444 public void SetVehicleRotationParam(int param, Quaternion rotation)
2738 { 3445 {
2739 PhysicsActor pa = PhysActor; 3446 if (m_vehicleParams == null)
3447 return;
2740 3448
2741 if (pa != null) 3449 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2742 pa.VehicleRotationParam(param, rotation); 3450
3451 if (_parentID == 0 && PhysActor != null)
3452 {
3453 PhysActor.VehicleRotationParam(param, rotation);
3454 }
2743 } 3455 }
2744 3456
2745 /// <summary> 3457 /// <summary>
@@ -2940,14 +3652,6 @@ namespace OpenSim.Region.Framework.Scenes
2940 hasProfileCut = hasDimple; // is it the same thing? 3652 hasProfileCut = hasDimple; // is it the same thing?
2941 } 3653 }
2942 3654
2943 public void SetVehicleFlags(int param, bool remove)
2944 {
2945 PhysicsActor pa = PhysActor;
2946
2947 if (pa != null)
2948 pa.VehicleFlags(param, remove);
2949 }
2950
2951 public void SetGroup(UUID groupID, IClientAPI client) 3655 public void SetGroup(UUID groupID, IClientAPI client)
2952 { 3656 {
2953 // Scene.AddNewPrims() calls with client == null so can't use this. 3657 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3051,67 +3755,16 @@ namespace OpenSim.Region.Framework.Scenes
3051 //ParentGroup.ScheduleGroupForFullUpdate(); 3755 //ParentGroup.ScheduleGroupForFullUpdate();
3052 } 3756 }
3053 3757
3054 public void StoreUndoState() 3758 public void StoreUndoState(ObjectChangeType change)
3055 {
3056 StoreUndoState(false);
3057 }
3058
3059 public void StoreUndoState(bool forGroup)
3060 { 3759 {
3061 if (ParentGroup == null || ParentGroup.Scene == null) 3760 if (m_UndoRedo == null)
3062 return; 3761 m_UndoRedo = new UndoRedoState(5);
3063
3064 if (Undoing)
3065 {
3066// m_log.DebugFormat(
3067// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3068 return;
3069 }
3070
3071 if (IgnoreUndoUpdate)
3072 {
3073// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3074 return;
3075 }
3076 3762
3077 lock (m_undo) 3763 lock (m_UndoRedo)
3078 { 3764 {
3079 if (m_undo.Count > 0) 3765 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3080 {
3081 UndoState last = m_undo[m_undo.Count - 1];
3082 if (last != null)
3083 {
3084 // TODO: May need to fix for group comparison
3085 if (last.Compare(this))
3086 {
3087// m_log.DebugFormat(
3088// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3089// Name, LocalId, m_undo.Count);
3090
3091 return;
3092 }
3093 }
3094 }
3095
3096// m_log.DebugFormat(
3097// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3098// Name, LocalId, forGroup, m_undo.Count);
3099
3100 if (ParentGroup.Scene.MaxUndoCount > 0)
3101 { 3766 {
3102 UndoState nUndo = new UndoState(this, forGroup); 3767 m_UndoRedo.StoreUndo(this, change);
3103
3104 m_undo.Add(nUndo);
3105
3106 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3107 m_undo.RemoveAt(0);
3108
3109 if (m_redo.Count > 0)
3110 m_redo.Clear();
3111
3112// m_log.DebugFormat(
3113// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3114// Name, LocalId, forGroup, m_undo.Count);
3115 } 3768 }
3116 } 3769 }
3117 } 3770 }
@@ -3123,88 +3776,46 @@ namespace OpenSim.Region.Framework.Scenes
3123 { 3776 {
3124 get 3777 get
3125 { 3778 {
3126 lock (m_undo) 3779 if (m_UndoRedo == null)
3127 return m_undo.Count; 3780 return 0;
3781 return m_UndoRedo.Count;
3128 } 3782 }
3129 } 3783 }
3130 3784
3131 public void Undo() 3785 public void Undo()
3132 { 3786 {
3133 lock (m_undo) 3787 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3134 { 3788 return;
3135// m_log.DebugFormat(
3136// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3137// Name, LocalId, m_undo.Count);
3138
3139 if (m_undo.Count > 0)
3140 {
3141 UndoState goback = m_undo[m_undo.Count - 1];
3142 m_undo.RemoveAt(m_undo.Count - 1);
3143
3144 UndoState nUndo = null;
3145
3146 if (ParentGroup.Scene.MaxUndoCount > 0)
3147 {
3148 nUndo = new UndoState(this, goback.ForGroup);
3149 }
3150
3151 goback.PlaybackState(this);
3152
3153 if (nUndo != null)
3154 {
3155 m_redo.Add(nUndo);
3156
3157 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3158 m_redo.RemoveAt(0);
3159 }
3160 }
3161 3789
3162// m_log.DebugFormat( 3790 lock (m_UndoRedo)
3163// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3791 {
3164// Name, LocalId, m_undo.Count); 3792 Undoing = true;
3793 m_UndoRedo.Undo(this);
3794 Undoing = false;
3165 } 3795 }
3166 } 3796 }
3167 3797
3168 public void Redo() 3798 public void Redo()
3169 { 3799 {
3170 lock (m_undo) 3800 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3171 { 3801 return;
3172// m_log.DebugFormat(
3173// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3174// Name, LocalId, m_redo.Count);
3175
3176 if (m_redo.Count > 0)
3177 {
3178 UndoState gofwd = m_redo[m_redo.Count - 1];
3179 m_redo.RemoveAt(m_redo.Count - 1);
3180
3181 if (ParentGroup.Scene.MaxUndoCount > 0)
3182 {
3183 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3184
3185 m_undo.Add(nUndo);
3186
3187 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3188 m_undo.RemoveAt(0);
3189 }
3190
3191 gofwd.PlayfwdState(this);
3192 3802
3193// m_log.DebugFormat( 3803 lock (m_UndoRedo)
3194// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3804 {
3195// Name, LocalId, m_redo.Count); 3805 Undoing = true;
3196 } 3806 m_UndoRedo.Redo(this);
3807 Undoing = false;
3197 } 3808 }
3198 } 3809 }
3199 3810
3200 public void ClearUndoState() 3811 public void ClearUndoState()
3201 { 3812 {
3202// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3813 if (m_UndoRedo == null || Undoing)
3814 return;
3203 3815
3204 lock (m_undo) 3816 lock (m_UndoRedo)
3205 { 3817 {
3206 m_undo.Clear(); 3818 m_UndoRedo.Clear();
3207 m_redo.Clear();
3208 } 3819 }
3209 } 3820 }
3210 3821
@@ -3754,7 +4365,7 @@ namespace OpenSim.Region.Framework.Scenes
3754 if (god) 4365 if (god)
3755 { 4366 {
3756 BaseMask = ApplyMask(BaseMask, set, mask); 4367 BaseMask = ApplyMask(BaseMask, set, mask);
3757 Inventory.ApplyGodPermissions(_baseMask); 4368 Inventory.ApplyGodPermissions(BaseMask);
3758 } 4369 }
3759 4370
3760 break; 4371 break;
@@ -3773,7 +4384,7 @@ namespace OpenSim.Region.Framework.Scenes
3773 case 16: 4384 case 16:
3774 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4385 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3775 baseMask; 4386 baseMask;
3776 // Prevent the client from creating no mod, no copy 4387 // Prevent the client from creating no copy, no transfer
3777 // objects 4388 // objects
3778 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4389 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3779 NextOwnerMask |= (uint)PermissionMask.Transfer; 4390 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3791,20 +4402,20 @@ namespace OpenSim.Region.Framework.Scenes
3791 { 4402 {
3792 bool update = false; 4403 bool update = false;
3793 4404
3794 if (BaseMask != source.BaseMask || 4405 uint prevOwnerMask = OwnerMask;
3795 OwnerMask != source.OwnerMask || 4406 uint prevGroupMask = GroupMask;
3796 GroupMask != source.GroupMask || 4407 uint prevEveryoneMask = EveryoneMask;
3797 EveryoneMask != source.EveryoneMask || 4408 uint prevNextOwnerMask = NextOwnerMask;
3798 NextOwnerMask != source.NextOwnerMask)
3799 update = true;
3800 4409
3801 BaseMask = source.BaseMask; 4410 OwnerMask = source.OwnerMask & BaseMask;
3802 OwnerMask = source.OwnerMask; 4411 GroupMask = source.GroupMask & BaseMask;
3803 GroupMask = source.GroupMask; 4412 EveryoneMask = source.EveryoneMask & BaseMask;
3804 EveryoneMask = source.EveryoneMask; 4413 NextOwnerMask = source.NextOwnerMask & BaseMask;
3805 NextOwnerMask = source.NextOwnerMask;
3806 4414
3807 if (update) 4415 if (OwnerMask != prevOwnerMask ||
4416 GroupMask != prevGroupMask ||
4417 EveryoneMask != prevEveryoneMask ||
4418 NextOwnerMask != prevNextOwnerMask)
3808 SendFullUpdateToAllClients(); 4419 SendFullUpdateToAllClients();
3809 } 4420 }
3810 4421
@@ -3855,6 +4466,27 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4466 }
3856 } 4467 }
3857 4468
4469
4470 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4471 {
4472 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4473 return;
4474
4475 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4476 {
4477 PhysicsShapeType = (byte)physdata.PhysShapeType;
4478
4479 }
4480
4481 if(Density != physdata.Density)
4482 Density = physdata.Density;
4483 if(GravityModifier != physdata.GravitationModifier)
4484 GravityModifier = physdata.GravitationModifier;
4485 if(Friction != physdata.Friction)
4486 Friction = physdata.Friction;
4487 if(Bounciness != physdata.Bounce)
4488 Bounciness = physdata.Bounce;
4489 }
3858 /// <summary> 4490 /// <summary>
3859 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4491 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3860 /// </summary> 4492 /// </summary>
@@ -3862,7 +4494,7 @@ namespace OpenSim.Region.Framework.Scenes
3862 /// <param name="SetTemporary"></param> 4494 /// <param name="SetTemporary"></param>
3863 /// <param name="SetPhantom"></param> 4495 /// <param name="SetPhantom"></param>
3864 /// <param name="SetVD"></param> 4496 /// <param name="SetVD"></param>
3865 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4497 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3866 { 4498 {
3867 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4499 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3868 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4500 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3872,213 +4504,230 @@ namespace OpenSim.Region.Framework.Scenes
3872 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4504 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3873 return; 4505 return;
3874 4506
3875 PhysicsActor pa = PhysActor; 4507 VolumeDetectActive = SetVD;
3876
3877 // Special cases for VD. VD can only be called from a script
3878 // and can't be combined with changes to other states. So we can rely
3879 // that...
3880 // ... if VD is changed, all others are not.
3881 // ... if one of the others is changed, VD is not.
3882 if (SetVD) // VD is active, special logic applies
3883 {
3884 // State machine logic for VolumeDetect
3885 // More logic below
3886 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3887
3888 if (phanReset) // Phantom changes from on to off switch VD off too
3889 {
3890 SetVD = false; // Switch it of for the course of this routine
3891 VolumeDetectActive = false; // and also permanently
3892
3893 if (pa != null)
3894 pa.SetVolumeDetect(0); // Let physics know about it too
3895 }
3896 else
3897 {
3898 // If volumedetect is active we don't want phantom to be applied.
3899 // If this is a new call to VD out of the state "phantom"
3900 // this will also cause the prim to be visible to physics
3901 SetPhantom = false;
3902 }
3903 }
3904 4508
3905 if (UsePhysics && IsJoint()) 4509 // volume detector implies phantom
3906 { 4510 if (VolumeDetectActive)
3907 SetPhantom = true; 4511 SetPhantom = true;
3908 }
3909 4512
3910 if (UsePhysics) 4513 if (UsePhysics)
3911 {
3912 AddFlag(PrimFlags.Physics); 4514 AddFlag(PrimFlags.Physics);
3913 if (!wasUsingPhysics)
3914 {
3915 DoPhysicsPropertyUpdate(UsePhysics, false);
3916 }
3917 }
3918 else 4515 else
3919 {
3920 RemFlag(PrimFlags.Physics); 4516 RemFlag(PrimFlags.Physics);
3921 if (wasUsingPhysics)
3922 {
3923 DoPhysicsPropertyUpdate(UsePhysics, false);
3924 }
3925 }
3926 4517
3927 if (SetPhantom 4518 if (SetPhantom)
3928 || ParentGroup.IsAttachment
3929 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3930 {
3931 AddFlag(PrimFlags.Phantom); 4519 AddFlag(PrimFlags.Phantom);
3932 4520 else
3933 if (PhysActor != null)
3934 {
3935 RemoveFromPhysics();
3936 pa = null;
3937 }
3938 }
3939 else // Not phantom
3940 {
3941 RemFlag(PrimFlags.Phantom); 4521 RemFlag(PrimFlags.Phantom);
3942 4522
3943 if (ParentGroup.Scene == null) 4523 if (SetTemporary)
3944 return; 4524 AddFlag(PrimFlags.TemporaryOnRez);
4525 else
4526 RemFlag(PrimFlags.TemporaryOnRez);
3945 4527
3946 if (ParentGroup.Scene.CollidablePrims && pa == null)
3947 {
3948 pa = AddToPhysics(UsePhysics);
3949 4528
3950 if (pa != null) 4529 if (ParentGroup.Scene == null)
3951 { 4530 return;
3952 pa.SetMaterial(Material); 4531
3953 DoPhysicsPropertyUpdate(UsePhysics, true); 4532 PhysicsActor pa = PhysActor;
3954 4533
3955 if ( 4534 if (pa != null && building && pa.Building != building)
3956 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4535 pa.Building = building;
3957 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3958 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3959 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3960 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3961 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3962 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
3963 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3964 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3965 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3966 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3967 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3968 (CollisionSound != UUID.Zero)
3969 )
3970 {
3971 pa.OnCollisionUpdate += PhysicsCollision;
3972 pa.SubscribeEvents(1000);
3973 }
3974 }
3975 }
3976 else // it already has a physical representation
3977 {
3978 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
3979 }
3980 }
3981 4536
3982 if (SetVD) 4537 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4538 || (Shape.PathCurve == (byte)Extrusion.Flexible))
3983 { 4539 {
3984 // If the above logic worked (this is urgent candidate to unit tests!)
3985 // we now have a physicsactor.
3986 // Defensive programming calls for a check here.
3987 // Better would be throwing an exception that could be catched by a unit test as the internal
3988 // logic should make sure, this Physactor is always here.
3989 if (pa != null) 4540 if (pa != null)
3990 { 4541 {
3991 pa.SetVolumeDetect(1); 4542 if(wasUsingPhysics)
3992 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4543 ParentGroup.Scene.RemovePhysicalPrim(1);
3993 VolumeDetectActive = true; 4544 RemoveFromPhysics();
3994 } 4545 }
4546
4547 Velocity = new Vector3(0, 0, 0);
4548 Acceleration = new Vector3(0, 0, 0);
4549 if (ParentGroup.RootPart == this)
4550 AngularVelocity = new Vector3(0, 0, 0);
3995 } 4551 }
3996 else 4552 else
3997 { 4553 {
3998 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4554 if (ParentGroup.Scene.CollidablePrims)
3999 // (mumbles, well, at least if you have infinte CPU powers :-)) 4555 {
4000 if (pa != null) 4556 if (pa == null)
4001 pa.SetVolumeDetect(0); 4557 {
4558 AddToPhysics(UsePhysics, SetPhantom, building, false);
4559 pa = PhysActor;
4560/*
4561 if (pa != null)
4562 {
4563 if (
4564// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4565// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4566// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4567// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4568// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4569// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4570 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4571 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4572 (CollisionSound != UUID.Zero)
4573 )
4574 {
4575 pa.OnCollisionUpdate += PhysicsCollision;
4576 pa.SubscribeEvents(1000);
4577 }
4578 }
4579*/
4580 }
4581 else // it already has a physical representation
4582 {
4583 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4584/* moved into DoPhysicsPropertyUpdate
4585 if(VolumeDetectActive)
4586 pa.SetVolumeDetect(1);
4587 else
4588 pa.SetVolumeDetect(0);
4589*/
4002 4590
4003 VolumeDetectActive = false; 4591 if (pa.Building != building)
4004 } 4592 pa.Building = building;
4593 }
4005 4594
4006 if (SetTemporary) 4595 UpdatePhysicsSubscribedEvents();
4007 { 4596 }
4008 AddFlag(PrimFlags.TemporaryOnRez); 4597 }
4009 }
4010 else
4011 {
4012 RemFlag(PrimFlags.TemporaryOnRez);
4013 }
4014 4598
4015 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4599 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4016 4600
4601 // and last in case we have a new actor and not building
4602
4017 if (ParentGroup != null) 4603 if (ParentGroup != null)
4018 { 4604 {
4019 ParentGroup.HasGroupChanged = true; 4605 ParentGroup.HasGroupChanged = true;
4020 ScheduleFullUpdate(); 4606 ScheduleFullUpdate();
4021 } 4607 }
4022 4608
4023// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4609// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4024 } 4610 }
4025 4611
4026 /// <summary> 4612 /// <summary>
4027 /// Adds this part to the physics scene. 4613 /// Adds this part to the physics scene.
4614 /// and sets the PhysActor property
4028 /// </summary> 4615 /// </summary>
4029 /// <remarks>This method also sets the PhysActor property.</remarks> 4616 /// <param name="isPhysical">Add this prim as physical.</param>
4030 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4617 /// <param name="isPhantom">Add this prim as phantom.</param>
4031 /// <returns> 4618 /// <param name="building">tells physics to delay full construction of object</param>
4032 /// The physics actor. null if there was a failure. 4619 /// <param name="applyDynamics">applies velocities, force and torque</param>
4033 /// </returns> 4620 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4034 private PhysicsActor AddToPhysics(bool rigidBody) 4621 {
4035 {
4036 PhysicsActor pa; 4622 PhysicsActor pa;
4037 4623
4624 Vector3 velocity = Velocity;
4625 Vector3 rotationalVelocity = AngularVelocity;;
4626
4038 try 4627 try
4039 { 4628 {
4040 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4629 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4041 string.Format("{0}/{1}", Name, UUID), 4630 string.Format("{0}/{1}", Name, UUID),
4042 Shape, 4631 Shape,
4043 AbsolutePosition, 4632 AbsolutePosition,
4044 Scale, 4633 Scale,
4045 RotationOffset, 4634 GetWorldRotation(),
4046 rigidBody, 4635 isPhysical,
4047 m_localId); 4636 isPhantom,
4637 PhysicsShapeType,
4638 m_localId);
4048 } 4639 }
4049 catch 4640 catch (Exception ex)
4050 { 4641 {
4051 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4642 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4052 pa = null; 4643 pa = null;
4053 } 4644 }
4054 4645
4055 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4056 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4057 // being set.
4058 PhysActor = pa;
4059
4060 // Basic Physics can also return null as well as an exception catch.
4061 if (pa != null) 4646 if (pa != null)
4062 { 4647 {
4063 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4648 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4064 pa.SetMaterial(Material); 4649 pa.SetMaterial(Material);
4065 DoPhysicsPropertyUpdate(rigidBody, true); 4650
4651 if (VolumeDetectActive) // change if not the default only
4652 pa.SetVolumeDetect(1);
4653
4654 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4655 m_vehicleParams.SetVehicle(pa);
4656
4657 // we are going to tell rest of code about physics so better have this here
4658 PhysActor = pa;
4659
4660 // DoPhysicsPropertyUpdate(isPhysical, true);
4661 // lets expand it here just with what it really needs to do
4662
4663 if (isPhysical)
4664 {
4665 if (ParentGroup.RootPart.KeyframeMotion != null)
4666 ParentGroup.RootPart.KeyframeMotion.Stop();
4667 ParentGroup.RootPart.KeyframeMotion = null;
4668 ParentGroup.Scene.AddPhysicalPrim(1);
4669
4670 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4671 pa.OnOutOfBounds += PhysicsOutOfBounds;
4672
4673 if (ParentID != 0 && ParentID != LocalId)
4674 {
4675 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4676
4677 if (parentPa != null)
4678 {
4679 pa.link(parentPa);
4680 }
4681 }
4682 }
4683
4684 if (applyDynamics)
4685 // do independent of isphysical so parameters get setted (at least some)
4686 {
4687 Velocity = velocity;
4688 AngularVelocity = rotationalVelocity;
4689// pa.Velocity = velocity;
4690 pa.RotationalVelocity = rotationalVelocity;
4691
4692 // if not vehicle and root part apply force and torque
4693 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4694 && LocalId == ParentGroup.RootPart.LocalId)
4695 {
4696 pa.Force = Force;
4697 pa.Torque = Torque;
4698 }
4699 }
4700
4701// if (Shape.SculptEntry)
4702// CheckSculptAndLoad();
4703// else
4704 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4705
4706 if (!building)
4707 pa.Building = false;
4066 } 4708 }
4067 4709
4068 return pa; 4710 PhysActor = pa;
4069 } 4711 }
4070 4712
4071 /// <summary> 4713 /// <summary>
4072 /// This removes the part from the physics scene. 4714 /// This removes the part from the physics scene.
4073 /// </summary> 4715 /// </summary>
4074 /// <remarks> 4716 /// <remarks>
4075 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4717 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4076 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4718 /// representation for collision detection.
4077 /// phantom.
4078 /// </remarks> 4719 /// </remarks>
4079 public void RemoveFromPhysics() 4720 public void RemoveFromPhysics()
4080 { 4721 {
4081 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4722 PhysicsActor pa = PhysActor;
4723 if (pa != null)
4724 {
4725 pa.OnCollisionUpdate -= PhysicsCollision;
4726 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4727 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4728
4729 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4730 }
4082 PhysActor = null; 4731 PhysActor = null;
4083 } 4732 }
4084 4733
@@ -4210,6 +4859,8 @@ namespace OpenSim.Region.Framework.Scenes
4210 { 4859 {
4211// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4860// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4212 4861
4862 return;
4863
4213 if (ParentGroup.IsDeleted) 4864 if (ParentGroup.IsDeleted)
4214 return; 4865 return;
4215 4866
@@ -4290,6 +4941,44 @@ namespace OpenSim.Region.Framework.Scenes
4290 ScheduleFullUpdate(); 4941 ScheduleFullUpdate();
4291 } 4942 }
4292 4943
4944
4945 private void UpdatePhysicsSubscribedEvents()
4946 {
4947 PhysicsActor pa = PhysActor;
4948 if (pa == null)
4949 return;
4950
4951 pa.OnCollisionUpdate -= PhysicsCollision;
4952
4953 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4954
4955 scriptEvents CombinedEvents = AggregateScriptEvents;
4956
4957 // merge with root part
4958 if (ParentGroup != null && ParentGroup.RootPart != null)
4959 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4960
4961 // submit to this part case
4962 if (VolumeDetectActive)
4963 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4964 else if ((Flags & PrimFlags.Phantom) != 0)
4965 CombinedEvents &= PhyscicsPhantonSubsEvents;
4966 else
4967 CombinedEvents &= PhysicsNeededSubsEvents;
4968
4969 if (hassound || CombinedEvents != 0)
4970 {
4971 // subscribe to physics updates.
4972 pa.OnCollisionUpdate += PhysicsCollision;
4973 pa.SubscribeEvents(50); // 20 reports per second
4974 }
4975 else
4976 {
4977 pa.UnSubscribeEvents();
4978 }
4979 }
4980
4981
4293 public void aggregateScriptEvents() 4982 public void aggregateScriptEvents()
4294 { 4983 {
4295 if (ParentGroup == null || ParentGroup.RootPart == null) 4984 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4326,40 +5015,32 @@ namespace OpenSim.Region.Framework.Scenes
4326 { 5015 {
4327 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5016 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4328 } 5017 }
4329 5018/*
4330 PhysicsActor pa = PhysActor; 5019 PhysicsActor pa = PhysActor;
4331 5020 if (pa != null)
4332 if (
4333 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4334 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4335 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4336 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4337 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4339 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4340 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4341 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4342 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4345 (CollisionSound != UUID.Zero)
4346 )
4347 { 5021 {
4348 // subscribe to physics updates. 5022 if (
4349 if (pa != null) 5023// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5024// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5025// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5026// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5027// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5028// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5029 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5030 )
4350 { 5031 {
5032 // subscribe to physics updates.
4351 pa.OnCollisionUpdate += PhysicsCollision; 5033 pa.OnCollisionUpdate += PhysicsCollision;
4352 pa.SubscribeEvents(1000); 5034 pa.SubscribeEvents(1000);
4353 } 5035 }
4354 } 5036 else
4355 else
4356 {
4357 if (pa != null)
4358 { 5037 {
4359 pa.UnSubscribeEvents(); 5038 pa.UnSubscribeEvents();
4360 pa.OnCollisionUpdate -= PhysicsCollision; 5039 pa.OnCollisionUpdate -= PhysicsCollision;
4361 } 5040 }
4362 } 5041 }
5042 */
5043 UpdatePhysicsSubscribedEvents();
4363 5044
4364 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5045 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4365 //{ 5046 //{
@@ -4490,6 +5171,18 @@ namespace OpenSim.Region.Framework.Scenes
4490 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5171 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4491 } 5172 }
4492 5173
5174 public void ResetOwnerChangeFlag()
5175 {
5176 List<UUID> inv = Inventory.GetInventoryList();
5177
5178 foreach (UUID itemID in inv)
5179 {
5180 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5181 item.OwnerChanged = false;
5182 Inventory.UpdateInventoryItem(item, false, false);
5183 }
5184 }
5185
4493 /// <summary> 5186 /// <summary>
4494 /// Record an avatar sitting on this part. 5187 /// Record an avatar sitting on this part.
4495 /// </summary> 5188 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..3a9a146 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 { 189
178 if (0 == Items.Count) 190 if (items.Count == 0)
179 { 191 return;
180 return;
181 }
182 }
183 192
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()
@@ -232,15 +244,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 245 return;
234 246
235 lock (Items) 247 Items.LockItemsForRead(true);
248 foreach (TaskInventoryItem item in Items.Values)
236 { 249 {
237 foreach (TaskInventoryItem item in Items.Values) 250 if (item.InvType == (int)InventoryType.LSL)
238 { 251 {
239 bool running; 252 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 254 item.ScriptRunning = running;
242 } 255 }
243 } 256 }
257
258 Items.LockItemsForRead(false);
244 } 259 }
245 260
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 332 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 333 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 334 foreach (TaskInventoryItem item in scripts)
335 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 336 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
337 m_part.RemoveScriptEvents(item.ItemID);
338 }
321 } 339 }
322 340
323 /// <summary> 341 /// <summary>
@@ -339,7 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 357// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 358
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 359 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
360 {
361 StoreScriptError(item.ItemID, "no permission");
342 return false; 362 return false;
363 }
343 364
344 m_part.AddFlag(PrimFlags.Scripted); 365 m_part.AddFlag(PrimFlags.Scripted);
345 366
@@ -349,14 +370,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 370 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 371 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 372 {
352 lock (m_items) 373 m_items.LockItemsForWrite(true);
353 { 374 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 376 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 377 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 378 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
379 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 380 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 381 m_part.ScheduleFullUpdate();
362 return true; 382 return true;
@@ -365,6 +385,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 385 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 386 if (null == asset)
367 { 387 {
388 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
389 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 390 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 391 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 392 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +399,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 399 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 400 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 401
380 lock (m_items) 402 m_items.LockItemsForWrite(true);
381 { 403
382 m_items[item.ItemID].OldItemID = item.OldItemID; 404 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 405 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 406 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 407
408 m_items.LockItemsForWrite(false);
409
387 string script = Utils.BytesToString(asset.Data); 410 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 411 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 412 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
413 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 414 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 416 m_part.LocalId, item.ItemID);
@@ -459,22 +483,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 483 return stateID;
460 } 484 }
461 485
486 /// <summary>
487 /// Start a script which is in this prim's inventory.
488 /// Some processing may occur in the background, but this routine returns asap.
489 /// </summary>
490 /// <param name="itemId">
491 /// A <see cref="UUID"/>
492 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 493 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 494 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 495 lock (m_scriptErrors)
465 if (item != null)
466 { 496 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 497 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
498 m_scriptErrors.Remove(itemId);
499 }
500 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
501 return true;
502 }
503
504 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
505 {
506 m_items.LockItemsForRead(true);
507 if (m_items.ContainsKey(itemId))
508 {
509 if (m_items.ContainsKey(itemId))
510 {
511 m_items.LockItemsForRead(false);
512 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
513 }
514 else
515 {
516 m_items.LockItemsForRead(false);
517 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
518 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
519 StoreScriptError(itemId, msg);
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "Couldn't start script with ID {0} since it {1}", itemId, msg);
523 }
468 } 524 }
469 else 525 else
470 { 526 {
527 m_items.LockItemsForRead(false);
528 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
529 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 530 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 531 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 532 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 533 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
534 }
535
536 }
475 537
476 return false; 538 /// <summary>
539 /// Start a script which is in this prim's inventory and return any compilation error messages.
540 /// </summary>
541 /// <param name="itemId">
542 /// A <see cref="UUID"/>
543 /// </param>
544 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
545 {
546 ArrayList errors;
547
548 // Indicate to CreateScriptInstanceInternal() we want it to
549 // post any compilation/loading error messages
550 lock (m_scriptErrors)
551 {
552 m_scriptErrors[itemId] = null;
553 }
554
555 // Perform compilation/loading
556 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
557
558 // Wait for and retrieve any errors
559 lock (m_scriptErrors)
560 {
561 while ((errors = m_scriptErrors[itemId]) == null)
562 {
563 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
564 {
565 m_log.ErrorFormat(
566 "[PRIM INVENTORY]: " +
567 "timedout waiting for script {0} errors", itemId);
568 errors = m_scriptErrors[itemId];
569 if (errors == null)
570 {
571 errors = new ArrayList(1);
572 errors.Add("timedout waiting for errors");
573 }
574 break;
575 }
576 }
577 m_scriptErrors.Remove(itemId);
477 } 578 }
579 return errors;
580 }
581
582 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
583 private void StoreScriptErrors(UUID itemId, ArrayList errors)
584 {
585 lock (m_scriptErrors)
586 {
587 // If compilation/loading initiated via CreateScriptInstance(),
588 // it does not want the errors, so just get out
589 if (!m_scriptErrors.ContainsKey(itemId))
590 {
591 return;
592 }
593
594 // Initiated via CreateScriptInstanceEr(), if we know what the
595 // errors are, save them and wake CreateScriptInstanceEr().
596 if (errors != null)
597 {
598 m_scriptErrors[itemId] = errors;
599 System.Threading.Monitor.PulseAll(m_scriptErrors);
600 return;
601 }
602 }
603
604 // Initiated via CreateScriptInstanceEr() but we don't know what
605 // the errors are yet, so retrieve them from the script engine.
606 // This may involve some waiting internal to GetScriptErrors().
607 errors = GetScriptErrors(itemId);
608
609 // Get a default non-null value to indicate success.
610 if (errors == null)
611 {
612 errors = new ArrayList();
613 }
614
615 // Post to CreateScriptInstanceEr() and wake it up
616 lock (m_scriptErrors)
617 {
618 m_scriptErrors[itemId] = errors;
619 System.Threading.Monitor.PulseAll(m_scriptErrors);
620 }
621 }
622
623 // Like StoreScriptErrors(), but just posts a single string message
624 private void StoreScriptError(UUID itemId, string message)
625 {
626 ArrayList errors = new ArrayList(1);
627 errors.Add(message);
628 StoreScriptErrors(itemId, errors);
478 } 629 }
479 630
480 /// <summary> 631 /// <summary>
@@ -487,15 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 638 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 639 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 640 {
490 bool scriptPresent = false; 641 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 642 {
500 if (!sceneObjectBeingDeleted) 643 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 644 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +708,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 708 /// <returns></returns>
566 private bool InventoryContainsName(string name) 709 private bool InventoryContainsName(string name)
567 { 710 {
568 lock (m_items) 711 m_items.LockItemsForRead(true);
712 foreach (TaskInventoryItem item in m_items.Values)
569 { 713 {
570 foreach (TaskInventoryItem item in m_items.Values) 714 if (item.Name == name)
571 { 715 {
572 if (item.Name == name) 716 m_items.LockItemsForRead(false);
573 return true; 717 return true;
574 } 718 }
575 } 719 }
720 m_items.LockItemsForRead(false);
576 return false; 721 return false;
577 } 722 }
578 723
@@ -614,8 +759,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 759 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 760 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 761 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 762 m_items.LockItemsForRead(true);
618 763 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
764 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 765 foreach (TaskInventoryItem i in il)
620 { 766 {
621 if (i.Name == item.Name) 767 if (i.Name == item.Name)
@@ -653,14 +799,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 799 item.Name = name;
654 item.GroupID = m_part.GroupID; 800 item.GroupID = m_part.GroupID;
655 801
656 lock (m_items) 802 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
658 804 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 805 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 807 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 809
664 m_inventorySerial++; 810 m_inventorySerial++;
665 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -676,15 +822,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 822 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 823 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 824 {
679 lock (m_items) 825 m_items.LockItemsForWrite(true);
826 foreach (TaskInventoryItem item in items)
680 { 827 {
681 foreach (TaskInventoryItem item in items) 828 m_items.Add(item.ItemID, item);
682 { 829// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 830 }
831 m_items.LockItemsForWrite(false);
832
833 m_inventorySerial++;
688 } 834 }
689 835
690 /// <summary> 836 /// <summary>
@@ -695,23 +841,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 841 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 842 {
697 TaskInventoryItem item; 843 TaskInventoryItem item;
698 844 m_items.LockItemsForRead(true);
699 lock (m_items) 845 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 846 m_items.LockItemsForRead(false);
701
702 return item; 847 return item;
703 } 848 }
704 849
705 public TaskInventoryItem GetInventoryItem(string name) 850 public TaskInventoryItem GetInventoryItem(string name)
706 { 851 {
707 lock (m_items) 852 m_items.LockItemsForRead(true);
853 foreach (TaskInventoryItem item in m_items.Values)
708 { 854 {
709 foreach (TaskInventoryItem item in m_items.Values) 855 if (item.Name == name)
710 { 856 {
711 if (item.Name == name) 857 m_items.LockItemsForRead(false);
712 return item; 858 return item;
713 } 859 }
714 } 860 }
861 m_items.LockItemsForRead(false);
715 862
716 return null; 863 return null;
717 } 864 }
@@ -720,15 +867,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 867 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 868 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 869
723 lock (m_items) 870 m_items.LockItemsForRead(true);
871
872 foreach (TaskInventoryItem item in m_items.Values)
724 { 873 {
725 foreach (TaskInventoryItem item in m_items.Values) 874 if (item.Name == name)
726 { 875 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 876 }
731 877
878 m_items.LockItemsForRead(false);
879
732 return items; 880 return items;
733 } 881 }
734 882
@@ -747,6 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 895 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 896 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 897
898 group.RootPart.AttachPoint = group.RootPart.Shape.State;
899 group.RootPart.AttachOffset = group.AbsolutePosition;
900 group.RootPart.AttachRotation = group.GroupRotation;
901
750 group.ResetIDs(); 902 group.ResetIDs();
751 903
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 904 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
821 973
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 974 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 975 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 976 m_items.LockItemsForWrite(true);
825 if (it != null) 977
978 if (m_items.ContainsKey(item.ItemID))
826 { 979 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 980// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 981
@@ -835,14 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 988 item.GroupID = m_part.GroupID;
836 989
837 if (item.AssetID == UUID.Zero) 990 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 991 item.AssetID = m_items[item.ItemID].AssetID;
839 992
840 lock (m_items) 993 m_items[item.ItemID] = item;
841 { 994 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 995 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 996 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 997
@@ -851,7 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1000 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1001 m_part.ParentGroup.HasGroupChanged = true;
853 } 1002 }
854 1003 m_items.LockItemsForWrite(false);
855 return true; 1004 return true;
856 } 1005 }
857 else 1006 else
@@ -862,8 +1011,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1011 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1012 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1013 }
865 return false; 1014 m_items.LockItemsForWrite(false);
866 1015
1016 return false;
867 } 1017 }
868 1018
869 /// <summary> 1019 /// <summary>
@@ -874,43 +1024,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1024 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1025 public int RemoveInventoryItem(UUID itemID)
876 { 1026 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1027 m_items.LockItemsForRead(true);
878 if (item != null) 1028
1029 if (m_items.ContainsKey(itemID))
879 { 1030 {
880 int type = m_items[itemID].InvType; 1031 int type = m_items[itemID].InvType;
1032 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1033 if (type == 10) // Script
882 { 1034 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1035 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1036 }
1037 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1038 m_items.Remove(itemID);
1039 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1040 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1041 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1042
890 HasInventoryChanged = true; 1043 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1044 m_part.ParentGroup.HasGroupChanged = true;
892 1045
893 if (!ContainsScripts()) 1046 int scriptcount = 0;
1047 m_items.LockItemsForRead(true);
1048 foreach (TaskInventoryItem item in m_items.Values)
1049 {
1050 if (item.Type == 10)
1051 {
1052 scriptcount++;
1053 }
1054 }
1055 m_items.LockItemsForRead(false);
1056
1057
1058 if (scriptcount <= 0)
1059 {
894 m_part.RemFlag(PrimFlags.Scripted); 1060 m_part.RemFlag(PrimFlags.Scripted);
1061 }
895 1062
896 m_part.ScheduleFullUpdate(); 1063 m_part.ScheduleFullUpdate();
897 1064
898 return type; 1065 return type;
899
900 } 1066 }
901 else 1067 else
902 { 1068 {
1069 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1070 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1071 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1072 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1073 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1074 }
909 1075
910 return -1; 1076 return -1;
911 } 1077 }
912 1078
913 private bool CreateInventoryFile() 1079 private bool CreateInventoryFileName()
914 { 1080 {
915// m_log.DebugFormat( 1081// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1082// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1085 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1086 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1087 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1088 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1089 m_inventoryFileNameSerial = m_inventorySerial;
925 1090
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1091 return true;
983 } 1092 }
984 1093
985 // No need to recreate, the existing file is fine
986 return false; 1094 return false;
987 } 1095 }
988 1096
@@ -992,43 +1100,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1100 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1101 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1102 {
995 lock (m_items) 1103 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1104
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1105 bool includeAssets = false;
1006 return; 1106 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1107 includeAssets = true;
1108
1109 if (m_inventoryPrivileged != includeAssets)
1110 changed = true;
1111
1112 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1113
1114 Items.LockItemsForRead(true);
1115
1116 if (m_inventorySerial == 0) // No inventory
1117 {
1118 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1119 Items.LockItemsForRead(false);
1120 return;
1121 }
1008 1122
1009 CreateInventoryFile(); 1123 if (m_items.Count == 0) // No inventory
1124 {
1125 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1126 Items.LockItemsForRead(false);
1127 return;
1128 }
1010 1129
1011 // In principle, we should only do the rest if the inventory changed; 1130 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1131 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1132 if (m_inventoryFileData.Length > 2)
1019 { 1133 {
1020 // Add the file for Xfer 1134 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1135 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1136 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1137 Util.StringToBytes256(m_inventoryFileName));
1024 1138
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1139 Items.LockItemsForRead(false);
1140 return;
1026 } 1141 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1142 }
1143
1144 m_inventoryPrivileged = includeAssets;
1145
1146 foreach (TaskInventoryItem item in m_items.Values)
1147 {
1148 UUID ownerID = item.OwnerID;
1149 uint everyoneMask = 0;
1150 uint baseMask = item.BasePermissions;
1151 uint ownerMask = item.CurrentPermissions;
1152 uint groupMask = item.GroupPermissions;
1153
1154 invString.AddItemStart();
1155 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1156 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1157
1158 invString.AddPermissionsStart();
1159
1160 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1161 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1162 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1163 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1164 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1165
1166 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1167 invString.AddNameValueLine("owner_id", ownerID.ToString());
1168
1169 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1170
1171 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1172 invString.AddSectionEnd();
1173
1174 if (includeAssets)
1175 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1176 else
1177 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1178 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1179 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1180 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1181
1182 invString.AddSaleStart();
1183 invString.AddNameValueLine("sale_type", "not");
1184 invString.AddNameValueLine("sale_price", "0");
1185 invString.AddSectionEnd();
1186
1187 invString.AddNameValueLine("name", item.Name + "|");
1188 invString.AddNameValueLine("desc", item.Description + "|");
1189
1190 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1191 invString.AddSectionEnd();
1192 }
1193
1194 Items.LockItemsForRead(false);
1195
1196 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1197
1198 if (m_inventoryFileData.Length > 2)
1199 {
1200 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1201 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1202 Util.StringToBytes256(m_inventoryFileName));
1203 return;
1204 }
1205
1206 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1207 }
1033 1208
1034 /// <summary> 1209 /// <summary>
@@ -1037,13 +1212,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1212 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1213 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1214 {
1040 if (HasInventoryChanged) 1215// Removed this because linking will cause an immediate delete of the new
1041 { 1216// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1217// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1218// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1219// of prim inventory loss.
1220// if (HasInventoryChanged)
1221// {
1222 Items.LockItemsForRead(true);
1223 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1224 Items.LockItemsForRead(false);
1045 1225
1046 } 1226 HasInventoryChanged = false;
1227// }
1047 } 1228 }
1048 1229
1049 public class InventoryStringBuilder 1230 public class InventoryStringBuilder
@@ -1109,87 +1290,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1290 {
1110 uint mask=0x7fffffff; 1291 uint mask=0x7fffffff;
1111 1292
1112 lock (m_items) 1293 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1294 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1295 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1296 mask &= ~((uint)PermissionMask.Copy >> 13);
1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1298 mask &= ~((uint)PermissionMask.Transfer >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1300 mask &= ~((uint)PermissionMask.Modify >> 13);
1301
1302 if (item.InvType == (int)InventoryType.Object)
1115 { 1303 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1304 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1305 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1307 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1309 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1310 }
1311
1312 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1313 mask &= ~(uint)PermissionMask.Copy;
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1315 mask &= ~(uint)PermissionMask.Transfer;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1317 mask &= ~(uint)PermissionMask.Modify;
1149 } 1318 }
1150
1151 return mask; 1319 return mask;
1152 } 1320 }
1153 1321
1154 public void ApplyNextOwnerPermissions() 1322 public void ApplyNextOwnerPermissions()
1155 { 1323 {
1156 lock (m_items) 1324 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1325 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1326 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1327 {
1160// m_log.DebugFormat ( 1328 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1329 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1334 }
1335 item.CurrentPermissions &= item.NextPermissions;
1336 item.BasePermissions &= item.NextPermissions;
1337 item.EveryonePermissions &= item.NextPermissions;
1338 item.OwnerChanged = true;
1339 item.PermsMask = 0;
1340 item.PermsGranter = UUID.Zero;
1181 } 1341 }
1182 } 1342 }
1183 1343
1184 public void ApplyGodPermissions(uint perms) 1344 public void ApplyGodPermissions(uint perms)
1185 { 1345 {
1186 lock (m_items) 1346 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1347 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1348 item.CurrentPermissions = perms;
1189 { 1349 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1350 }
1194 1351
1195 m_inventorySerial++; 1352 m_inventorySerial++;
@@ -1202,14 +1359,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1359 /// <returns></returns>
1203 public bool ContainsScripts() 1360 public bool ContainsScripts()
1204 { 1361 {
1205 lock (m_items) 1362 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1363 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1364 if (item.InvType == (int)InventoryType.LSL)
1208 { 1365 {
1209 if (item.InvType == (int)InventoryType.LSL) 1366 return true;
1210 {
1211 return true;
1212 }
1213 } 1367 }
1214 } 1368 }
1215 1369
@@ -1223,17 +1377,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1377 public int ScriptCount()
1224 { 1378 {
1225 int count = 0; 1379 int count = 0;
1226 lock (m_items) 1380 Items.LockItemsForRead(true);
1381 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1382 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1383 if (item.InvType == (int)InventoryType.LSL)
1229 { 1384 {
1230 if (item.InvType == (int)InventoryType.LSL) 1385 count++;
1231 {
1232 count++;
1233 }
1234 } 1386 }
1235 } 1387 }
1236 1388 Items.LockItemsForRead(false);
1237 return count; 1389 return count;
1238 } 1390 }
1239 /// <summary> 1391 /// <summary>
@@ -1269,11 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1421 {
1270 List<UUID> ret = new List<UUID>(); 1422 List<UUID> ret = new List<UUID>();
1271 1423
1272 lock (m_items) 1424 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1425 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1426
1278 return ret; 1427 return ret;
1279 } 1428 }
@@ -1282,8 +1431,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1431 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1432 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1433
1285 lock (m_items) 1434 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1435 ret = new List<TaskInventoryItem>(m_items.Values);
1436 Items.LockItemsForRead(false);
1287 1437
1288 return ret; 1438 return ret;
1289 } 1439 }
@@ -1292,18 +1442,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1442 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1444
1295 lock (m_items) 1445 Items.LockItemsForRead(true);
1296 { 1446
1297 foreach (TaskInventoryItem item in m_items.Values) 1447 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1448 if (item.InvType == (int)type)
1299 ret.Add(item); 1449 ret.Add(item);
1300 } 1450
1451 Items.LockItemsForRead(false);
1301 1452
1302 return ret; 1453 return ret;
1303 } 1454 }
1304 1455
1305 public Dictionary<UUID, string> GetScriptStates() 1456 public Dictionary<UUID, string> GetScriptStates()
1306 { 1457 {
1458 return GetScriptStates(false);
1459 }
1460
1461 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1462 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1463 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1464
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1465 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1485,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1485 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1486 if (n != String.Empty)
1331 { 1487 {
1332 if (!ret.ContainsKey(item.ItemID)) 1488 if (oldIDs)
1333 ret[item.ItemID] = n; 1489 {
1490 if (!ret.ContainsKey(item.OldItemID))
1491 ret[item.OldItemID] = n;
1492 }
1493 else
1494 {
1495 if (!ret.ContainsKey(item.ItemID))
1496 ret[item.ItemID] = n;
1497 }
1334 break; 1498 break;
1335 } 1499 }
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339
1340 return ret; 1503 return ret;
1341 } 1504 }
1342 1505
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6f36c0b..7f07d73 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -171,6 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 172// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 173// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 174// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
175 private List<uint> m_lastColliders = new List<uint>();
174 176
175 private TeleportFlags m_teleportFlags; 177 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 178 public TeleportFlags TeleportFlags
@@ -232,6 +234,13 @@ namespace OpenSim.Region.Framework.Scenes
232 //private int m_moveToPositionStateStatus; 234 //private int m_moveToPositionStateStatus;
233 //***************************************************** 235 //*****************************************************
234 236
237 private bool m_collisionEventFlag = false;
238 private object m_collisionEventLock = new Object();
239
240 private int m_movementAnimationUpdateCounter = 0;
241
242 private Vector3 m_prevSitOffset;
243
235 protected AvatarAppearance m_appearance; 244 protected AvatarAppearance m_appearance;
236 245
237 public AvatarAppearance Appearance 246 public AvatarAppearance Appearance
@@ -426,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
426 get { return (IClientCore)ControllingClient; } 435 get { return (IClientCore)ControllingClient; }
427 } 436 }
428 437
429 public Vector3 ParentPosition { get; set; } 438// public Vector3 ParentPosition { get; set; }
430 439
431 /// <summary> 440 /// <summary>
432 /// Position of this avatar relative to the region the avatar is in 441 /// Position of this avatar relative to the region the avatar is in
@@ -484,7 +493,7 @@ namespace OpenSim.Region.Framework.Scenes
484 if (ParentID == 0) 493 if (ParentID == 0)
485 { 494 {
486 m_pos = value; 495 m_pos = value;
487 ParentPosition = Vector3.Zero; 496// ParentPosition = Vector3.Zero;
488 } 497 }
489 498
490 //m_log.DebugFormat( 499 //m_log.DebugFormat(
@@ -573,6 +582,13 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 582 /// </summary>
574 public uint ParentID { get; set; } 583 public uint ParentID { get; set; }
575 584
585 public UUID ParentUUID
586 {
587 get { return m_parentUUID; }
588 set { m_parentUUID = value; }
589 }
590 private UUID m_parentUUID = UUID.Zero;
591
576 /// <summary> 592 /// <summary>
577 /// Are we sitting on an object? 593 /// Are we sitting on an object?
578 /// </summary> 594 /// </summary>
@@ -739,6 +755,33 @@ namespace OpenSim.Region.Framework.Scenes
739 Appearance = appearance; 755 Appearance = appearance;
740 } 756 }
741 757
758 private void RegionHeartbeatEnd(Scene scene)
759 {
760 if (IsChildAgent)
761 return;
762
763 m_movementAnimationUpdateCounter ++;
764 if (m_movementAnimationUpdateCounter >= 2)
765 {
766 m_movementAnimationUpdateCounter = 0;
767 if (Animator != null)
768 {
769 // If the parentID == 0 we are not sitting
770 // if !SitGournd then we are not sitting on the ground
771 // Fairly straightforward, now here comes the twist
772 // if ParentUUID is NOT UUID.Zero, we are looking to
773 // be sat on an object that isn't there yet. Should
774 // be treated as if sat.
775 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
776 Animator.UpdateMovementAnimations();
777 }
778 else
779 {
780 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
781 }
782 }
783 }
784
742 public void RegisterToEvents() 785 public void RegisterToEvents()
743 { 786 {
744 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 787 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -748,8 +791,10 @@ namespace OpenSim.Region.Framework.Scenes
748 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 791 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
749 ControllingClient.OnStartAnim += HandleStartAnim; 792 ControllingClient.OnStartAnim += HandleStartAnim;
750 ControllingClient.OnStopAnim += HandleStopAnim; 793 ControllingClient.OnStopAnim += HandleStopAnim;
794 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
751 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 795 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
752 ControllingClient.OnAutoPilotGo += MoveToTarget; 796 ControllingClient.OnAutoPilotGo += MoveToTarget;
797 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
753 798
754 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 799 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
755 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 800 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -808,10 +853,39 @@ namespace OpenSim.Region.Framework.Scenes
808 "[SCENE]: Upgrading child to root agent for {0} in {1}", 853 "[SCENE]: Upgrading child to root agent for {0} in {1}",
809 Name, m_scene.RegionInfo.RegionName); 854 Name, m_scene.RegionInfo.RegionName);
810 855
811 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
812
813 bool wasChild = IsChildAgent; 856 bool wasChild = IsChildAgent;
814 IsChildAgent = false; 857
858 if (ParentUUID != UUID.Zero)
859 {
860 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
861 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
862 if (part == null)
863 {
864 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
865 }
866 else
867 {
868 part.ParentGroup.AddAvatar(UUID);
869 if (part.SitTargetPosition != Vector3.Zero)
870 part.SitTargetAvatar = UUID;
871// ParentPosition = part.GetWorldPosition();
872 ParentID = part.LocalId;
873 ParentPart = part;
874 m_pos = m_prevSitOffset;
875// pos = ParentPosition;
876 pos = part.GetWorldPosition();
877 }
878 ParentUUID = UUID.Zero;
879
880 IsChildAgent = false;
881
882// Animator.TrySetMovementAnimation("SIT");
883 }
884 else
885 {
886 IsChildAgent = false;
887 }
888
815 889
816 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 890 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
817 if (gm != null) 891 if (gm != null)
@@ -821,62 +895,72 @@ namespace OpenSim.Region.Framework.Scenes
821 895
822 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 896 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
823 897
824 // Moved this from SendInitialData to ensure that Appearance is initialized 898 if (ParentID == 0)
825 // before the inventory is processed in MakeRootAgent. This fixes a race condition
826 // related to the handling of attachments
827 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
828 if (m_scene.TestBorderCross(pos, Cardinals.E))
829 { 899 {
830 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 900 // Moved this from SendInitialData to ensure that Appearance is initialized
831 pos.X = crossedBorder.BorderLine.Z - 1; 901 // before the inventory is processed in MakeRootAgent. This fixes a race condition
832 } 902 // related to the handling of attachments
903 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
904 if (m_scene.TestBorderCross(pos, Cardinals.E))
905 {
906 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
907 pos.X = crossedBorder.BorderLine.Z - 1;
908 }
833 909
834 if (m_scene.TestBorderCross(pos, Cardinals.N)) 910 if (m_scene.TestBorderCross(pos, Cardinals.N))
835 { 911 {
836 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 912 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
837 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
838 } 914 }
839 915
840 CheckAndAdjustLandingPoint(ref pos); 916 CheckAndAdjustLandingPoint(ref pos);
841 917
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 918 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 919 {
844 m_log.WarnFormat( 920 m_log.WarnFormat(
845 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 921 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
846 pos, Name, UUID); 922 pos, Name, UUID);
847 923
848 if (pos.X < 0f) pos.X = 0f; 924 if (pos.X < 0f) pos.X = 0f;
849 if (pos.Y < 0f) pos.Y = 0f; 925 if (pos.Y < 0f) pos.Y = 0f;
850 if (pos.Z < 0f) pos.Z = 0f; 926 if (pos.Z < 0f) pos.Z = 0f;
851 } 927 }
852 928
853 float localAVHeight = 1.56f; 929 float localAVHeight = 1.56f;
854 if (Appearance.AvatarHeight > 0) 930 if (Appearance.AvatarHeight > 0)
855 localAVHeight = Appearance.AvatarHeight; 931 localAVHeight = Appearance.AvatarHeight;
856 932
857 float posZLimit = 0; 933 float posZLimit = 0;
858 934
859 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 935 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
860 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 936 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
861 937
862 float newPosZ = posZLimit + localAVHeight / 2; 938 float newPosZ = posZLimit + localAVHeight / 2;
863 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 939 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
864 { 940 {
865 pos.Z = newPosZ; 941 pos.Z = newPosZ;
866 } 942 }
867 AbsolutePosition = pos; 943 AbsolutePosition = pos;
868 944
869 AddToPhysicalScene(isFlying); 945 if (m_teleportFlags == TeleportFlags.Default)
946 {
947 Vector3 vel = Velocity;
948 AddToPhysicalScene(isFlying);
949 if (PhysicsActor != null)
950 PhysicsActor.SetMomentum(vel);
951 }
952 else
953 AddToPhysicalScene(isFlying);
870 954
871 if (ForceFly) 955 if (ForceFly)
872 { 956 {
873 Flying = true; 957 Flying = true;
874 } 958 }
875 else if (FlyDisabled) 959 else if (FlyDisabled)
876 { 960 {
877 Flying = false; 961 Flying = false;
962 }
878 } 963 }
879
880 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 964 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
881 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 965 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
882 // elsewhere anyway 966 // elsewhere anyway
@@ -896,14 +980,19 @@ namespace OpenSim.Region.Framework.Scenes
896 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 980 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
897 981
898 // Resume scripts 982 // Resume scripts
899 foreach (SceneObjectGroup sog in m_attachments) 983 Util.FireAndForget(delegate(object x) {
900 { 984 foreach (SceneObjectGroup sog in m_attachments)
901 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 985 {
902 sog.ResumeScripts(); 986 sog.ScheduleGroupForFullUpdate();
903 } 987 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
988 sog.ResumeScripts();
989 }
990 });
904 } 991 }
905 } 992 }
906 993
994 SendAvatarDataToAllAgents();
995
907 // send the animations of the other presences to me 996 // send the animations of the other presences to me
908 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 997 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
909 { 998 {
@@ -914,9 +1003,12 @@ namespace OpenSim.Region.Framework.Scenes
914 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1003 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
915 // stall on the border crossing since the existing child agent will still have the last movement 1004 // stall on the border crossing since the existing child agent will still have the last movement
916 // recorded, which stops the input from being processed. 1005 // recorded, which stops the input from being processed.
1006
917 MovementFlag = 0; 1007 MovementFlag = 0;
918 1008
919 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1009 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1010
1011 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
920 } 1012 }
921 1013
922 public int GetStateSource() 1014 public int GetStateSource()
@@ -944,12 +1036,16 @@ namespace OpenSim.Region.Framework.Scenes
944 /// </remarks> 1036 /// </remarks>
945 public void MakeChildAgent() 1037 public void MakeChildAgent()
946 { 1038 {
1039 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1040
947 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1041 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
948 1042
949 // Reset these so that teleporting in and walking out isn't seen 1043 // Reset these so that teleporting in and walking out isn't seen
950 // as teleporting back 1044 // as teleporting back
951 TeleportFlags = TeleportFlags.Default; 1045 TeleportFlags = TeleportFlags.Default;
952 1046
1047 MovementFlag = 0;
1048
953 // It looks like Animator is set to null somewhere, and MakeChild 1049 // It looks like Animator is set to null somewhere, and MakeChild
954 // is called after that. Probably in aborted teleports. 1050 // is called after that. Probably in aborted teleports.
955 if (Animator == null) 1051 if (Animator == null)
@@ -957,6 +1053,7 @@ namespace OpenSim.Region.Framework.Scenes
957 else 1053 else
958 Animator.ResetAnimations(); 1054 Animator.ResetAnimations();
959 1055
1056
960// m_log.DebugFormat( 1057// m_log.DebugFormat(
961// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1058// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
962// Name, UUID, m_scene.RegionInfo.RegionName); 1059// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -968,6 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes
968 IsChildAgent = true; 1065 IsChildAgent = true;
969 m_scene.SwapRootAgentCount(true); 1066 m_scene.SwapRootAgentCount(true);
970 RemoveFromPhysicalScene(); 1067 RemoveFromPhysicalScene();
1068 ParentID = 0; // Child agents can't be sitting
971 1069
972 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1070 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
973 1071
@@ -983,9 +1081,9 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1081 {
984// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1082// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
985 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1083 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
986 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
987 PhysicsActor.UnSubscribeEvents();
988 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1084 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1085 PhysicsActor.UnSubscribeEvents();
1086 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
989 PhysicsActor = null; 1087 PhysicsActor = null;
990 } 1088 }
991// else 1089// else
@@ -1002,7 +1100,7 @@ namespace OpenSim.Region.Framework.Scenes
1002 /// <param name="pos"></param> 1100 /// <param name="pos"></param>
1003 public void Teleport(Vector3 pos) 1101 public void Teleport(Vector3 pos)
1004 { 1102 {
1005 TeleportWithMomentum(pos, null); 1103 TeleportWithMomentum(pos, Vector3.Zero);
1006 } 1104 }
1007 1105
1008 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1106 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1026,6 +1124,41 @@ namespace OpenSim.Region.Framework.Scenes
1026 SendTerseUpdateToAllClients(); 1124 SendTerseUpdateToAllClients();
1027 } 1125 }
1028 1126
1127 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1128 {
1129 CheckLandingPoint(ref newpos);
1130 AbsolutePosition = newpos;
1131
1132 if (newvel.HasValue)
1133 {
1134 if ((Vector3)newvel == Vector3.Zero)
1135 {
1136 if (PhysicsActor != null)
1137 PhysicsActor.SetMomentum(Vector3.Zero);
1138 m_velocity = Vector3.Zero;
1139 }
1140 else
1141 {
1142 if (PhysicsActor != null)
1143 PhysicsActor.SetMomentum((Vector3)newvel);
1144 m_velocity = (Vector3)newvel;
1145
1146 if (rotateToVelXY)
1147 {
1148 Vector3 lookAt = (Vector3)newvel;
1149 lookAt.Z = 0;
1150 lookAt.Normalize();
1151 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1152 return;
1153 }
1154 }
1155 }
1156
1157 SendTerseUpdateToAllClients();
1158 }
1159
1160
1161
1029 public void StopFlying() 1162 public void StopFlying()
1030 { 1163 {
1031 ControllingClient.StopFlying(this); 1164 ControllingClient.StopFlying(this);
@@ -1135,7 +1268,8 @@ namespace OpenSim.Region.Framework.Scenes
1135 1268
1136 Vector3 look = Velocity; 1269 Vector3 look = Velocity;
1137 1270
1138 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1271 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1272 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1139 { 1273 {
1140 look = new Vector3(0.99f, 0.042f, 0); 1274 look = new Vector3(0.99f, 0.042f, 0);
1141 } 1275 }
@@ -1185,13 +1319,15 @@ namespace OpenSim.Region.Framework.Scenes
1185 // Create child agents in neighbouring regions 1319 // Create child agents in neighbouring regions
1186 if (openChildAgents && !IsChildAgent) 1320 if (openChildAgents && !IsChildAgent)
1187 { 1321 {
1322
1188 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1323 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1189 if (m_agentTransfer != null) 1324 if (m_agentTransfer != null)
1190 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1325 m_agentTransfer.EnableChildAgents(this);
1191 1326
1192 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1327 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1193 if (friendsModule != null) 1328 if (friendsModule != null)
1194 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1329 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1330
1195 } 1331 }
1196 1332
1197// m_log.DebugFormat( 1333// m_log.DebugFormat(
@@ -1341,8 +1477,18 @@ namespace OpenSim.Region.Framework.Scenes
1341 { 1477 {
1342 if (m_followCamAuto) 1478 if (m_followCamAuto)
1343 { 1479 {
1344 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1480 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1345 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1481 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1482
1483 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1484 Vector3 distTocam = CameraPosition - posAdjusted;
1485 float distTocamlen = distTocam.Length();
1486 if (distTocamlen > 0)
1487 {
1488 distTocam *= 1.0f / distTocamlen;
1489 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1490 }
1491
1346 } 1492 }
1347 } 1493 }
1348 1494
@@ -1798,12 +1944,17 @@ namespace OpenSim.Region.Framework.Scenes
1798// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1944// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1799 1945
1800 SitGround = false; 1946 SitGround = false;
1947
1948/* move this down so avatar gets physical in the new position and not where it is siting
1801 if (PhysicsActor == null) 1949 if (PhysicsActor == null)
1802 AddToPhysicalScene(false); 1950 AddToPhysicalScene(false);
1951 */
1803 1952
1804 if (ParentID != 0) 1953 if (ParentID != 0)
1805 { 1954 {
1806 SceneObjectPart part = ParentPart; 1955 SceneObjectPart part = ParentPart;
1956 UnRegisterSeatControls(part.ParentGroup.UUID);
1957
1807 TaskInventoryDictionary taskIDict = part.TaskInventory; 1958 TaskInventoryDictionary taskIDict = part.TaskInventory;
1808 if (taskIDict != null) 1959 if (taskIDict != null)
1809 { 1960 {
@@ -1819,14 +1970,22 @@ namespace OpenSim.Region.Framework.Scenes
1819 } 1970 }
1820 } 1971 }
1821 1972
1822 ParentPosition = part.GetWorldPosition(); 1973 part.ParentGroup.DeleteAvatar(UUID);
1974// ParentPosition = part.GetWorldPosition();
1823 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1975 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1824 1976
1825 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1977// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1826 ParentPosition = Vector3.Zero; 1978// ParentPosition = Vector3.Zero;
1979 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1980 if (part.SitTargetAvatar == UUID)
1981 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1827 1982
1828 ParentID = 0; 1983 ParentID = 0;
1829 ParentPart = null; 1984 ParentPart = null;
1985
1986 if (PhysicsActor == null)
1987 AddToPhysicalScene(false);
1988
1830 SendAvatarDataToAllAgents(); 1989 SendAvatarDataToAllAgents();
1831 m_requestedSitTargetID = 0; 1990 m_requestedSitTargetID = 0;
1832 1991
@@ -1836,6 +1995,9 @@ namespace OpenSim.Region.Framework.Scenes
1836 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1995 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1837 } 1996 }
1838 1997
1998 else if (PhysicsActor == null)
1999 AddToPhysicalScene(false);
2000
1839 Animator.TrySetMovementAnimation("STAND"); 2001 Animator.TrySetMovementAnimation("STAND");
1840 } 2002 }
1841 2003
@@ -1887,7 +2049,7 @@ namespace OpenSim.Region.Framework.Scenes
1887 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2049 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1888 2050
1889 if (PhysicsActor != null) 2051 if (PhysicsActor != null)
1890 m_sitAvatarHeight = PhysicsActor.Size.Z; 2052 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1891 2053
1892 bool canSit = false; 2054 bool canSit = false;
1893 Vector3 pos = part.AbsolutePosition + offset; 2055 Vector3 pos = part.AbsolutePosition + offset;
@@ -1936,7 +2098,7 @@ namespace OpenSim.Region.Framework.Scenes
1936 forceMouselook = part.GetForceMouselook(); 2098 forceMouselook = part.GetForceMouselook();
1937 2099
1938 ControllingClient.SendSitResponse( 2100 ControllingClient.SendSitResponse(
1939 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2101 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1940 2102
1941 m_requestedSitTargetUUID = targetID; 2103 m_requestedSitTargetUUID = targetID;
1942 2104
@@ -1950,6 +2112,9 @@ namespace OpenSim.Region.Framework.Scenes
1950 2112
1951 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2113 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1952 { 2114 {
2115 if (IsChildAgent)
2116 return;
2117
1953 if (ParentID != 0) 2118 if (ParentID != 0)
1954 { 2119 {
1955 StandUp(); 2120 StandUp();
@@ -2227,14 +2392,39 @@ namespace OpenSim.Region.Framework.Scenes
2227 2392
2228 //Quaternion result = (sitTargetOrient * vq) * nq; 2393 //Quaternion result = (sitTargetOrient * vq) * nq;
2229 2394
2230 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2395 double x, y, z, m;
2396
2397 Quaternion r = sitTargetOrient;
2398 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2399
2400 if (Math.Abs(1.0 - m) > 0.000001)
2401 {
2402 m = 1.0 / Math.Sqrt(m);
2403 r.X *= (float)m;
2404 r.Y *= (float)m;
2405 r.Z *= (float)m;
2406 r.W *= (float)m;
2407 }
2408
2409 x = 2 * (r.X * r.Z + r.Y * r.W);
2410 y = 2 * (-r.X * r.W + r.Y * r.Z);
2411 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2412
2413 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2414 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2415
2416 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2417
2418// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2231 Rotation = sitTargetOrient; 2419 Rotation = sitTargetOrient;
2232 ParentPosition = part.AbsolutePosition; 2420// ParentPosition = part.AbsolutePosition;
2421 part.ParentGroup.AddAvatar(UUID);
2233 } 2422 }
2234 else 2423 else
2235 { 2424 {
2236 m_pos -= part.AbsolutePosition; 2425 m_pos -= part.AbsolutePosition;
2237 ParentPosition = part.AbsolutePosition; 2426// ParentPosition = part.AbsolutePosition;
2427 part.ParentGroup.AddAvatar(UUID);
2238 2428
2239// m_log.DebugFormat( 2429// m_log.DebugFormat(
2240// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2430// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2279,6 +2469,13 @@ namespace OpenSim.Region.Framework.Scenes
2279 Animator.RemoveAnimation(animID); 2469 Animator.RemoveAnimation(animID);
2280 } 2470 }
2281 2471
2472 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2473 {
2474 Animator.avnChangeAnim(animID, addRemove, sendPack);
2475 }
2476
2477
2478
2282 /// <summary> 2479 /// <summary>
2283 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2480 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2284 /// </summary> 2481 /// </summary>
@@ -2332,14 +2529,15 @@ namespace OpenSim.Region.Framework.Scenes
2332 direc.Z *= 2.6f; 2529 direc.Z *= 2.6f;
2333 2530
2334 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2531 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2335 Animator.TrySetMovementAnimation("PREJUMP"); 2532// Animator.TrySetMovementAnimation("PREJUMP");
2336 Animator.TrySetMovementAnimation("JUMP"); 2533// Animator.TrySetMovementAnimation("JUMP");
2337 } 2534 }
2338 } 2535 }
2339 } 2536 }
2340 2537
2341 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2538 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2342 m_forceToApply = direc; 2539 m_forceToApply = direc;
2540 Animator.UpdateMovementAnimations();
2343 } 2541 }
2344 2542
2345 #endregion 2543 #endregion
@@ -2731,8 +2929,9 @@ namespace OpenSim.Region.Framework.Scenes
2731 2929
2732 // If we don't have a PhysActor, we can't cross anyway 2930 // If we don't have a PhysActor, we can't cross anyway
2733 // Also don't do this while sat, sitting avatars cross with the 2931 // Also don't do this while sat, sitting avatars cross with the
2734 // object they sit on. 2932 // object they sit on. ParentUUID denoted a pending sit, don't
2735 if (ParentID != 0 || PhysicsActor == null) 2933 // interfere with it.
2934 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2736 return; 2935 return;
2737 2936
2738 if (!IsInTransit) 2937 if (!IsInTransit)
@@ -2993,6 +3192,10 @@ namespace OpenSim.Region.Framework.Scenes
2993 } 3192 }
2994 3193
2995 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3194 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3195 private void RaiseUpdateThrottles()
3196 {
3197 m_scene.EventManager.TriggerThrottleUpdate(this);
3198 }
2996 /// <summary> 3199 /// <summary>
2997 /// This updates important decision making data about a child agent 3200 /// This updates important decision making data about a child agent
2998 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3201 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3073,6 +3276,9 @@ namespace OpenSim.Region.Framework.Scenes
3073 cAgent.AlwaysRun = SetAlwaysRun; 3276 cAgent.AlwaysRun = SetAlwaysRun;
3074 3277
3075 cAgent.Appearance = new AvatarAppearance(Appearance); 3278 cAgent.Appearance = new AvatarAppearance(Appearance);
3279
3280 cAgent.ParentPart = ParentUUID;
3281 cAgent.SitOffset = m_pos;
3076 3282
3077 lock (scriptedcontrols) 3283 lock (scriptedcontrols)
3078 { 3284 {
@@ -3081,7 +3287,7 @@ namespace OpenSim.Region.Framework.Scenes
3081 3287
3082 foreach (ScriptControllers c in scriptedcontrols.Values) 3288 foreach (ScriptControllers c in scriptedcontrols.Values)
3083 { 3289 {
3084 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3290 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3085 } 3291 }
3086 cAgent.Controllers = controls; 3292 cAgent.Controllers = controls;
3087 } 3293 }
@@ -3114,6 +3320,8 @@ namespace OpenSim.Region.Framework.Scenes
3114 CameraAtAxis = cAgent.AtAxis; 3320 CameraAtAxis = cAgent.AtAxis;
3115 CameraLeftAxis = cAgent.LeftAxis; 3321 CameraLeftAxis = cAgent.LeftAxis;
3116 CameraUpAxis = cAgent.UpAxis; 3322 CameraUpAxis = cAgent.UpAxis;
3323 ParentUUID = cAgent.ParentPart;
3324 m_prevSitOffset = cAgent.SitOffset;
3117 3325
3118 // When we get to the point of re-computing neighbors everytime this 3326 // When we get to the point of re-computing neighbors everytime this
3119 // changes, then start using the agent's drawdistance rather than the 3327 // changes, then start using the agent's drawdistance rather than the
@@ -3151,6 +3359,7 @@ namespace OpenSim.Region.Framework.Scenes
3151 foreach (ControllerData c in cAgent.Controllers) 3359 foreach (ControllerData c in cAgent.Controllers)
3152 { 3360 {
3153 ScriptControllers sc = new ScriptControllers(); 3361 ScriptControllers sc = new ScriptControllers();
3362 sc.objectID = c.ObjectID;
3154 sc.itemID = c.ItemID; 3363 sc.itemID = c.ItemID;
3155 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3364 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3156 sc.eventControls = (ScriptControlled)c.EventControls; 3365 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3231,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
3231 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3440 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3232 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3441 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3233 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3442 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3234 PhysicsActor.SubscribeEvents(500); 3443 PhysicsActor.SubscribeEvents(100);
3235 PhysicsActor.LocalID = LocalId; 3444 PhysicsActor.LocalID = LocalId;
3236 } 3445 }
3237 3446
@@ -3258,7 +3467,7 @@ namespace OpenSim.Region.Framework.Scenes
3258 /// <param name="e"></param> 3467 /// <param name="e"></param>
3259 public void PhysicsCollisionUpdate(EventArgs e) 3468 public void PhysicsCollisionUpdate(EventArgs e)
3260 { 3469 {
3261 if (IsChildAgent) 3470 if (IsChildAgent || Animator == null)
3262 return; 3471 return;
3263 3472
3264 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3473 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3313,6 +3522,8 @@ namespace OpenSim.Region.Framework.Scenes
3313 } 3522 }
3314 } 3523 }
3315 3524
3525 RaiseCollisionScriptEvents(coldata);
3526
3316 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3527 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3317 if (Invulnerable || GodLevel > 0) 3528 if (Invulnerable || GodLevel > 0)
3318 return; 3529 return;
@@ -3410,6 +3621,13 @@ namespace OpenSim.Region.Framework.Scenes
3410 // m_reprioritizationTimer.Dispose(); 3621 // m_reprioritizationTimer.Dispose();
3411 3622
3412 RemoveFromPhysicalScene(); 3623 RemoveFromPhysicalScene();
3624
3625 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3626
3627// if (Animator != null)
3628// Animator.Close();
3629 Animator = null;
3630
3413 } 3631 }
3414 3632
3415 public void AddAttachment(SceneObjectGroup gobj) 3633 public void AddAttachment(SceneObjectGroup gobj)
@@ -3643,10 +3861,18 @@ namespace OpenSim.Region.Framework.Scenes
3643 3861
3644 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3862 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3645 { 3863 {
3864 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3865 if (p == null)
3866 return;
3867
3868 ControllingClient.SendTakeControls(controls, false, false);
3869 ControllingClient.SendTakeControls(controls, true, false);
3870
3646 ScriptControllers obj = new ScriptControllers(); 3871 ScriptControllers obj = new ScriptControllers();
3647 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3872 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3648 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3873 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3649 3874
3875 obj.objectID = p.ParentGroup.UUID;
3650 obj.itemID = Script_item_UUID; 3876 obj.itemID = Script_item_UUID;
3651 if (pass_on == 0 && accept == 0) 3877 if (pass_on == 0 && accept == 0)
3652 { 3878 {
@@ -3695,6 +3921,21 @@ namespace OpenSim.Region.Framework.Scenes
3695 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3921 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3696 } 3922 }
3697 3923
3924 private void UnRegisterSeatControls(UUID obj)
3925 {
3926 List<UUID> takers = new List<UUID>();
3927
3928 foreach (ScriptControllers c in scriptedcontrols.Values)
3929 {
3930 if (c.objectID == obj)
3931 takers.Add(c.itemID);
3932 }
3933 foreach (UUID t in takers)
3934 {
3935 UnRegisterControlEventsToScript(0, t);
3936 }
3937 }
3938
3698 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3939 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3699 { 3940 {
3700 ScriptControllers takecontrols; 3941 ScriptControllers takecontrols;
@@ -4013,6 +4254,12 @@ namespace OpenSim.Region.Framework.Scenes
4013 4254
4014 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4255 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4015 { 4256 {
4257 string reason;
4258
4259 // Honor bans
4260 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4261 return;
4262
4016 SceneObjectGroup telehub = null; 4263 SceneObjectGroup telehub = null;
4017 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4264 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4018 { 4265 {
@@ -4052,11 +4299,206 @@ namespace OpenSim.Region.Framework.Scenes
4052 pos = land.LandData.UserLocation; 4299 pos = land.LandData.UserLocation;
4053 } 4300 }
4054 } 4301 }
4055 4302
4056 land.SendLandUpdateToClient(ControllingClient); 4303 land.SendLandUpdateToClient(ControllingClient);
4057 } 4304 }
4058 } 4305 }
4059 4306
4307 private DetectedObject CreateDetObject(SceneObjectPart obj)
4308 {
4309 DetectedObject detobj = new DetectedObject();
4310 detobj.keyUUID = obj.UUID;
4311 detobj.nameStr = obj.Name;
4312 detobj.ownerUUID = obj.OwnerID;
4313 detobj.posVector = obj.AbsolutePosition;
4314 detobj.rotQuat = obj.GetWorldRotation();
4315 detobj.velVector = obj.Velocity;
4316 detobj.colliderType = 0;
4317 detobj.groupUUID = obj.GroupID;
4318
4319 return detobj;
4320 }
4321
4322 private DetectedObject CreateDetObject(ScenePresence av)
4323 {
4324 DetectedObject detobj = new DetectedObject();
4325 detobj.keyUUID = av.UUID;
4326 detobj.nameStr = av.ControllingClient.Name;
4327 detobj.ownerUUID = av.UUID;
4328 detobj.posVector = av.AbsolutePosition;
4329 detobj.rotQuat = av.Rotation;
4330 detobj.velVector = av.Velocity;
4331 detobj.colliderType = 0;
4332 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4333
4334 return detobj;
4335 }
4336
4337 private DetectedObject CreateDetObjectForGround()
4338 {
4339 DetectedObject detobj = new DetectedObject();
4340 detobj.keyUUID = UUID.Zero;
4341 detobj.nameStr = "";
4342 detobj.ownerUUID = UUID.Zero;
4343 detobj.posVector = AbsolutePosition;
4344 detobj.rotQuat = Quaternion.Identity;
4345 detobj.velVector = Vector3.Zero;
4346 detobj.colliderType = 0;
4347 detobj.groupUUID = UUID.Zero;
4348
4349 return detobj;
4350 }
4351
4352 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4353 {
4354 ColliderArgs colliderArgs = new ColliderArgs();
4355 List<DetectedObject> colliding = new List<DetectedObject>();
4356 foreach (uint localId in colliders)
4357 {
4358 if (localId == 0)
4359 continue;
4360
4361 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4362 if (obj != null)
4363 {
4364 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4365 colliding.Add(CreateDetObject(obj));
4366 }
4367 else
4368 {
4369 ScenePresence av = m_scene.GetScenePresence(localId);
4370 if (av != null && (!av.IsChildAgent))
4371 {
4372 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4373 colliding.Add(CreateDetObject(av));
4374 }
4375 }
4376 }
4377
4378 colliderArgs.Colliders = colliding;
4379
4380 return colliderArgs;
4381 }
4382
4383 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4384
4385 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4386 {
4387 ColliderArgs CollidingMessage;
4388
4389 if (colliders.Count > 0)
4390 {
4391 if ((dest.RootPart.ScriptEvents & ev) != 0)
4392 {
4393 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4394
4395 if (CollidingMessage.Colliders.Count > 0)
4396 notify(dest.RootPart.LocalId, CollidingMessage);
4397 }
4398 }
4399 }
4400
4401 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4402 {
4403 if ((dest.RootPart.ScriptEvents & ev) != 0)
4404 {
4405 ColliderArgs LandCollidingMessage = new ColliderArgs();
4406 List<DetectedObject> colliding = new List<DetectedObject>();
4407
4408 colliding.Add(CreateDetObjectForGround());
4409 LandCollidingMessage.Colliders = colliding;
4410
4411 notify(dest.RootPart.LocalId, LandCollidingMessage);
4412 }
4413 }
4414
4415 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4416 {
4417 try
4418 {
4419 List<uint> thisHitColliders = new List<uint>();
4420 List<uint> endedColliders = new List<uint>();
4421 List<uint> startedColliders = new List<uint>();
4422 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4423 CollisionForSoundInfo soundinfo;
4424 ContactPoint curcontact;
4425
4426 if (coldata.Count == 0)
4427 {
4428 if (m_lastColliders.Count == 0)
4429 return; // nothing to do
4430
4431 foreach (uint localID in m_lastColliders)
4432 {
4433 endedColliders.Add(localID);
4434 }
4435 m_lastColliders.Clear();
4436 }
4437
4438 else
4439 {
4440 foreach (uint id in coldata.Keys)
4441 {
4442 thisHitColliders.Add(id);
4443 if (!m_lastColliders.Contains(id))
4444 {
4445 startedColliders.Add(id);
4446 curcontact = coldata[id];
4447 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4448 {
4449 soundinfo = new CollisionForSoundInfo();
4450 soundinfo.colliderID = id;
4451 soundinfo.position = curcontact.Position;
4452 soundinfo.relativeVel = curcontact.RelativeSpeed;
4453 soundinfolist.Add(soundinfo);
4454 }
4455 }
4456 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4457 }
4458
4459 // calculate things that ended colliding
4460 foreach (uint localID in m_lastColliders)
4461 {
4462 if (!thisHitColliders.Contains(localID))
4463 {
4464 endedColliders.Add(localID);
4465 }
4466 }
4467 //add the items that started colliding this time to the last colliders list.
4468 foreach (uint localID in startedColliders)
4469 {
4470 m_lastColliders.Add(localID);
4471 }
4472 // remove things that ended colliding from the last colliders list
4473 foreach (uint localID in endedColliders)
4474 {
4475 m_lastColliders.Remove(localID);
4476 }
4477
4478 if (soundinfolist.Count > 0)
4479 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4480 }
4481
4482 foreach (SceneObjectGroup att in GetAttachments())
4483 {
4484 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4485 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4486 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4487
4488 if (startedColliders.Contains(0))
4489 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4490 if (m_lastColliders.Contains(0))
4491 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4492 if (endedColliders.Contains(0))
4493 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4494 }
4495 }
4496 finally
4497 {
4498 m_collisionEventFlag = false;
4499 }
4500 }
4501
4060 private void TeleportFlagsDebug() { 4502 private void TeleportFlagsDebug() {
4061 4503
4062 // Some temporary debugging help to show all the TeleportFlags we have... 4504 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4081,6 +4523,5 @@ namespace OpenSim.Region.Framework.Scenes
4081 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4523 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4082 4524
4083 } 4525 }
4084
4085 } 4526 }
4086} 4527}
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 b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 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 e238d01..2279e62 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;