aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs766
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs348
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs572
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs454
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs246
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1429
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1478
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1100
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 7118 insertions, 2290 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a701a79..eb70eee 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -138,6 +139,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
138 } 139 }
139 } 140 }
140 141
142 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
143 {
144 if (m_scenePresence.IsChildAgent)
145 return;
146
147 if (animID != UUID.Zero)
148 {
149 if (addRemove)
150 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
151 else
152 m_animations.Remove(animID, true);
153 }
154 if(sendPack)
155 SendAnimPack();
156 }
157
141 // Called from scripts 158 // Called from scripts
142 public void RemoveAnimation(string name) 159 public void RemoveAnimation(string name)
143 { 160 {
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 a246319..4fec44f 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1425,6 +1430,26 @@ namespace OpenSim.Region.Framework.Scenes
1425 } 1430 }
1426 } 1431 }
1427 } 1432 }
1433 public void TriggerTerrainUpdate()
1434 {
1435 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1436 if (handlerTerrainUpdate != null)
1437 {
1438 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1439 {
1440 try
1441 {
1442 d();
1443 }
1444 catch (Exception e)
1445 {
1446 m_log.ErrorFormat(
1447 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1448 e.Message, e.StackTrace);
1449 }
1450 }
1451 }
1452 }
1428 1453
1429 public void TriggerTerrainTick() 1454 public void TriggerTerrainTick()
1430 { 1455 {
@@ -1757,6 +1782,7 @@ namespace OpenSim.Region.Framework.Scenes
1757 m_log.ErrorFormat( 1782 m_log.ErrorFormat(
1758 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1783 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1759 e.Message, e.StackTrace); 1784 e.Message, e.StackTrace);
1785 m_log.ErrorFormat(Environment.StackTrace);
1760 } 1786 }
1761 } 1787 }
1762 } 1788 }
@@ -3035,6 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
3035 { 3061 {
3036 foreach (Action<Scene> d in handler.GetInvocationList()) 3062 foreach (Action<Scene> d in handler.GetInvocationList())
3037 { 3063 {
3064 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3038 try 3065 try
3039 { 3066 {
3040 d(s); 3067 d(s);
@@ -3047,6 +3074,7 @@ namespace OpenSim.Region.Framework.Scenes
3047 } 3074 }
3048 } 3075 }
3049 } 3076 }
3077 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3050 } 3078 }
3051 3079
3052 public void TriggerOnRegionStarted(Scene scene) 3080 public void TriggerOnRegionStarted(Scene scene)
@@ -3237,5 +3265,14 @@ namespace OpenSim.Region.Framework.Scenes
3237 } 3265 }
3238 } 3266 }
3239 } 3267 }
3268
3269 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3270 {
3271 ThrottleUpdate handler = OnThrottleUpdate;
3272 if (handler != null)
3273 {
3274 handler(scenePresence);
3275 }
3276 }
3240 } 3277 }
3241} 3278}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b102e48
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,766 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 public class KeyframeTimer
26 {
27 private static Dictionary<Scene, KeyframeTimer>m_timers =
28 new Dictionary<Scene, KeyframeTimer>();
29
30 private Timer m_timer;
31 private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
32 private object m_lockObject = new object();
33 private object m_timerLock = new object();
34 private const double m_tickDuration = 50.0;
35 private Scene m_scene;
36
37 public double TickDuration
38 {
39 get { return m_tickDuration; }
40 }
41
42 public KeyframeTimer(Scene scene)
43 {
44 m_timer = new Timer();
45 m_timer.Interval = TickDuration;
46 m_timer.AutoReset = true;
47 m_timer.Elapsed += OnTimer;
48
49 m_scene = scene;
50
51 m_timer.Start();
52 }
53
54 private void OnTimer(object sender, ElapsedEventArgs ea)
55 {
56 if (!Monitor.TryEnter(m_timerLock))
57 return;
58
59 try
60 {
61 List<KeyframeMotion> motions;
62
63 lock (m_lockObject)
64 {
65 motions = new List<KeyframeMotion>(m_motions.Keys);
66 }
67
68 foreach (KeyframeMotion m in motions)
69 {
70 try
71 {
72 m.OnTimer(TickDuration);
73 }
74 catch (Exception inner)
75 {
76 // Don't stop processing
77 }
78 }
79 }
80 catch (Exception e)
81 {
82 // Keep running no matter what
83 }
84 finally
85 {
86 Monitor.Exit(m_timerLock);
87 }
88 }
89
90 public static void Add(KeyframeMotion motion)
91 {
92 KeyframeTimer timer;
93
94 if (motion.Scene == null)
95 return;
96
97 lock (m_timers)
98 {
99 if (!m_timers.TryGetValue(motion.Scene, out timer))
100 {
101 timer = new KeyframeTimer(motion.Scene);
102 m_timers[motion.Scene] = timer;
103 }
104 }
105
106 lock (timer.m_lockObject)
107 {
108 timer.m_motions[motion] = null;
109 }
110 }
111
112 public static void Remove(KeyframeMotion motion)
113 {
114 KeyframeTimer timer;
115
116 if (motion.Scene == null)
117 return;
118
119 lock (m_timers)
120 {
121 if (!m_timers.TryGetValue(motion.Scene, out timer))
122 {
123 return;
124 }
125 }
126
127 lock (timer.m_lockObject)
128 {
129 timer.m_motions.Remove(motion);
130 }
131 }
132 }
133
134 [Serializable]
135 public class KeyframeMotion
136 {
137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
138
139 public enum PlayMode : int
140 {
141 Forward = 0,
142 Reverse = 1,
143 Loop = 2,
144 PingPong = 3
145 };
146
147 [Flags]
148 public enum DataFormat : int
149 {
150 Translation = 2,
151 Rotation = 1
152 }
153
154 [Serializable]
155 public struct Keyframe
156 {
157 public Vector3? Position;
158 public Quaternion? Rotation;
159 public Quaternion StartRotation;
160 public int TimeMS;
161 public int TimeTotal;
162 public Vector3 AngularVelocity;
163 };
164
165 private Vector3 m_serializedPosition;
166 private Vector3 m_basePosition;
167 private Quaternion m_baseRotation;
168
169 private Keyframe m_currentFrame;
170
171 private List<Keyframe> m_frames = new List<Keyframe>();
172
173 private Keyframe[] m_keyframes;
174
175 // skip timer events.
176 //timer.stop doesn't assure there aren't event threads still being fired
177 [NonSerialized()]
178 private bool m_timerStopped;
179
180 [NonSerialized()]
181 private bool m_isCrossing;
182
183 [NonSerialized()]
184 private bool m_waitingCrossing;
185
186 // retry position for cross fail
187 [NonSerialized()]
188 private Vector3 m_nextPosition;
189
190 [NonSerialized()]
191 private SceneObjectGroup m_group;
192
193 private PlayMode m_mode = PlayMode.Forward;
194 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
195
196 private bool m_running = false;
197
198 [NonSerialized()]
199 private bool m_selected = false;
200
201 private int m_iterations = 0;
202
203 private int m_skipLoops = 0;
204
205 [NonSerialized()]
206 private Scene m_scene;
207
208 public Scene Scene
209 {
210 get { return m_scene; }
211 }
212
213 public DataFormat Data
214 {
215 get { return m_data; }
216 }
217
218 public bool Selected
219 {
220 set
221 {
222 if (m_group != null)
223 {
224 if (!value)
225 {
226 // Once we're let go, recompute positions
227 if (m_selected)
228 UpdateSceneObject(m_group);
229 }
230 else
231 {
232 // Save selection position in case we get moved
233 if (!m_selected)
234 {
235 StopTimer();
236 m_serializedPosition = m_group.AbsolutePosition;
237 }
238 }
239 }
240 m_isCrossing = false;
241 m_waitingCrossing = false;
242 m_selected = value;
243 }
244 }
245
246 private void StartTimer()
247 {
248 KeyframeTimer.Add(this);
249 m_timerStopped = false;
250 }
251
252 private void StopTimer()
253 {
254 m_timerStopped = true;
255 KeyframeTimer.Remove(this);
256 }
257
258 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
259 {
260 KeyframeMotion newMotion = null;
261
262 try
263 {
264 MemoryStream ms = new MemoryStream(data);
265 BinaryFormatter fmt = new BinaryFormatter();
266
267 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
268
269 newMotion.m_group = grp;
270
271 if (grp != null)
272 {
273 newMotion.m_scene = grp.Scene;
274 if (grp.IsSelected)
275 newMotion.m_selected = true;
276 }
277
278 newMotion.m_timerStopped = false;
279 newMotion.m_running = true;
280 newMotion.m_isCrossing = false;
281 newMotion.m_waitingCrossing = false;
282 }
283 catch
284 {
285 newMotion = null;
286 }
287
288 return newMotion;
289 }
290
291 public void UpdateSceneObject(SceneObjectGroup grp)
292 {
293 m_isCrossing = false;
294 m_waitingCrossing = false;
295 StopTimer();
296
297 if (grp == null)
298 return;
299
300 m_group = grp;
301 m_scene = grp.Scene;
302
303 Vector3 grppos = grp.AbsolutePosition;
304 Vector3 offset = grppos - m_serializedPosition;
305 // avoid doing it more than once
306 // current this will happen draging a prim to other region
307 m_serializedPosition = grppos;
308
309 m_basePosition += offset;
310 m_currentFrame.Position += offset;
311
312 m_nextPosition += offset;
313
314 for (int i = 0; i < m_frames.Count; i++)
315 {
316 Keyframe k = m_frames[i];
317 k.Position += offset;
318 m_frames[i]=k;
319 }
320
321 if (m_running)
322 Start();
323 }
324
325 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
326 {
327 m_mode = mode;
328 m_data = data;
329
330 m_group = grp;
331 if (grp != null)
332 {
333 m_basePosition = grp.AbsolutePosition;
334 m_baseRotation = grp.GroupRotation;
335 m_scene = grp.Scene;
336 }
337
338 m_timerStopped = true;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341 }
342
343 public void SetKeyframes(Keyframe[] frames)
344 {
345 m_keyframes = frames;
346 }
347
348 public KeyframeMotion Copy(SceneObjectGroup newgrp)
349 {
350 StopTimer();
351
352 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
353
354 newmotion.m_group = newgrp;
355 newmotion.m_scene = newgrp.Scene;
356
357 if (m_keyframes != null)
358 {
359 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
360 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
361 }
362
363 newmotion.m_frames = new List<Keyframe>(m_frames);
364
365 newmotion.m_basePosition = m_basePosition;
366 newmotion.m_baseRotation = m_baseRotation;
367
368 if (m_selected)
369 newmotion.m_serializedPosition = m_serializedPosition;
370 else
371 {
372 if (m_group != null)
373 newmotion.m_serializedPosition = m_group.AbsolutePosition;
374 else
375 newmotion.m_serializedPosition = m_serializedPosition;
376 }
377
378 newmotion.m_currentFrame = m_currentFrame;
379
380 newmotion.m_iterations = m_iterations;
381 newmotion.m_running = m_running;
382
383 if (m_running && !m_waitingCrossing)
384 StartTimer();
385
386 return newmotion;
387 }
388
389 public void Delete()
390 {
391 m_running = false;
392 StopTimer();
393 m_isCrossing = false;
394 m_waitingCrossing = false;
395 m_frames.Clear();
396 m_keyframes = null;
397 }
398
399 public void Start()
400 {
401 m_isCrossing = false;
402 m_waitingCrossing = false;
403 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
404 {
405 StartTimer();
406 m_running = true;
407 }
408 else
409 {
410 m_running = false;
411 StopTimer();
412 }
413 }
414
415 public void Stop()
416 {
417 m_running = false;
418 m_isCrossing = false;
419 m_waitingCrossing = false;
420
421 StopTimer();
422
423 m_basePosition = m_group.AbsolutePosition;
424 m_baseRotation = m_group.GroupRotation;
425
426 m_group.RootPart.Velocity = Vector3.Zero;
427 m_group.RootPart.AngularVelocity = Vector3.Zero;
428 m_group.SendGroupRootTerseUpdate();
429// m_group.RootPart.ScheduleTerseUpdate();
430 m_frames.Clear();
431 }
432
433 public void Pause()
434 {
435 m_running = false;
436 StopTimer();
437
438 m_group.RootPart.Velocity = Vector3.Zero;
439 m_group.RootPart.AngularVelocity = Vector3.Zero;
440 m_group.SendGroupRootTerseUpdate();
441// m_group.RootPart.ScheduleTerseUpdate();
442
443 }
444
445 private void GetNextList()
446 {
447 m_frames.Clear();
448 Vector3 pos = m_basePosition;
449 Quaternion rot = m_baseRotation;
450
451 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
452 {
453 int direction = 1;
454 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
455 direction = -1;
456
457 int start = 0;
458 int end = m_keyframes.Length;
459
460 if (direction < 0)
461 {
462 start = m_keyframes.Length - 1;
463 end = -1;
464 }
465
466 for (int i = start; i != end ; i += direction)
467 {
468 Keyframe k = m_keyframes[i];
469
470 if (k.Position.HasValue)
471 {
472 k.Position = (k.Position * direction);
473// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
474 k.Position += pos;
475 }
476 else
477 {
478 k.Position = pos;
479// k.Velocity = Vector3.Zero;
480 }
481
482 k.StartRotation = rot;
483 if (k.Rotation.HasValue)
484 {
485 if (direction == -1)
486 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
487 k.Rotation = rot * k.Rotation;
488 }
489 else
490 {
491 k.Rotation = rot;
492 }
493
494/* ang vel not in use for now
495
496 float angle = 0;
497
498 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
499 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
500 float aa_bb = aa * bb;
501
502 if (aa_bb == 0)
503 {
504 angle = 0;
505 }
506 else
507 {
508 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
509 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
510 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
511 k.StartRotation.W * ((Quaternion)k.Rotation).W;
512 float q = (ab * ab) / aa_bb;
513
514 if (q > 1.0f)
515 {
516 angle = 0;
517 }
518 else
519 {
520 angle = (float)Math.Acos(2 * q - 1);
521 }
522 }
523
524 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
525 */
526 k.TimeTotal = k.TimeMS;
527
528 m_frames.Add(k);
529
530 pos = (Vector3)k.Position;
531 rot = (Quaternion)k.Rotation;
532 }
533
534 m_basePosition = pos;
535 m_baseRotation = rot;
536
537 m_iterations++;
538 }
539 }
540
541 public void OnTimer(double tickDuration)
542 {
543 if (m_skipLoops > 0)
544 {
545 m_skipLoops--;
546 return;
547 }
548
549 if (m_timerStopped) // trap events still in air even after a timer.stop
550 return;
551
552 if (m_group == null)
553 return;
554
555 bool update = false;
556
557 if (m_selected)
558 {
559 if (m_group.RootPart.Velocity != Vector3.Zero)
560 {
561 m_group.RootPart.Velocity = Vector3.Zero;
562 m_group.SendGroupRootTerseUpdate();
563
564 }
565 return;
566 }
567
568 if (m_isCrossing)
569 {
570 // if crossing and timer running then cross failed
571 // wait some time then
572 // retry to set the position that evtually caused the outbound
573 // if still outside region this will call startCrossing below
574 m_isCrossing = false;
575 m_group.AbsolutePosition = m_nextPosition;
576 if (!m_isCrossing)
577 {
578 StopTimer();
579 StartTimer();
580 }
581 return;
582 }
583
584 if (m_frames.Count == 0)
585 {
586 GetNextList();
587
588 if (m_frames.Count == 0)
589 {
590 Stop();
591 Scene scene = m_group.Scene;
592
593 IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
594 foreach (IScriptModule m in scriptModules)
595 {
596 if (m == null)
597 continue;
598 m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
599 }
600
601 return;
602 }
603
604 m_currentFrame = m_frames[0];
605 m_currentFrame.TimeMS += (int)tickDuration;
606
607 //force a update on a keyframe transition
608 update = true;
609 }
610
611 m_currentFrame.TimeMS -= (int)tickDuration;
612
613 // Do the frame processing
614 double steps = (double)m_currentFrame.TimeMS / tickDuration;
615
616 if (steps <= 0.0)
617 {
618 m_group.RootPart.Velocity = Vector3.Zero;
619 m_group.RootPart.AngularVelocity = Vector3.Zero;
620
621 m_nextPosition = (Vector3)m_currentFrame.Position;
622 m_group.AbsolutePosition = m_nextPosition;
623
624 // we are sending imediate updates, no doing force a extra terseUpdate
625 // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
626
627 m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
628 m_frames.RemoveAt(0);
629 if (m_frames.Count > 0)
630 m_currentFrame = m_frames[0];
631
632 update = true;
633 }
634 else
635 {
636 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
637
638 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
639 Vector3 motionThisFrame = v / (float)steps;
640 v = v * 1000 / m_currentFrame.TimeMS;
641
642 if (Vector3.Mag(motionThisFrame) >= 0.05f)
643 {
644 // m_group.AbsolutePosition += motionThisFrame;
645 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
646 m_group.AbsolutePosition = m_nextPosition;
647
648 m_group.RootPart.Velocity = v;
649 update = true;
650 }
651
652 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
653 {
654 Quaternion current = m_group.GroupRotation;
655
656 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
657 step.Normalize();
658/* use simpler change detection
659* float angle = 0;
660
661 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
662 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
663 float aa_bb = aa * bb;
664
665 if (aa_bb == 0)
666 {
667 angle = 0;
668 }
669 else
670 {
671 float ab = current.X * step.X +
672 current.Y * step.Y +
673 current.Z * step.Z +
674 current.W * step.W;
675 float q = (ab * ab) / aa_bb;
676
677 if (q > 1.0f)
678 {
679 angle = 0;
680 }
681 else
682 {
683 angle = (float)Math.Acos(2 * q - 1);
684 }
685 }
686
687 if (angle > 0.01f)
688*/
689 if(Math.Abs(step.X - current.X) > 0.001f
690 || Math.Abs(step.Y - current.Y) > 0.001f
691 || Math.Abs(step.Z - current.Z) > 0.001f)
692 // assuming w is a dependente var
693
694 {
695// m_group.UpdateGroupRotationR(step);
696 m_group.RootPart.RotationOffset = step;
697
698 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
699 update = true;
700 }
701 }
702 }
703
704 if (update)
705 {
706 m_group.SendGroupRootTerseUpdate();
707 }
708 }
709
710 public Byte[] Serialize()
711 {
712 StopTimer();
713 MemoryStream ms = new MemoryStream();
714
715 BinaryFormatter fmt = new BinaryFormatter();
716 SceneObjectGroup tmp = m_group;
717 m_group = null;
718 if (!m_selected && tmp != null)
719 m_serializedPosition = tmp.AbsolutePosition;
720 fmt.Serialize(ms, this);
721 m_group = tmp;
722 if (m_running && !m_waitingCrossing)
723 StartTimer();
724
725 return ms.ToArray();
726 }
727
728 public void StartCrossingCheck()
729 {
730 // timer will be restart by crossingFailure
731 // or never since crossing worked and this
732 // should be deleted
733 StopTimer();
734
735 m_isCrossing = true;
736 m_waitingCrossing = true;
737
738 // to remove / retune to smoth crossings
739 if (m_group.RootPart.Velocity != Vector3.Zero)
740 {
741 m_group.RootPart.Velocity = Vector3.Zero;
742 m_group.SendGroupRootTerseUpdate();
743// m_group.RootPart.ScheduleTerseUpdate();
744 }
745 }
746
747 public void CrossingFailure()
748 {
749 m_waitingCrossing = false;
750
751 if (m_group != null)
752 {
753 m_group.RootPart.Velocity = Vector3.Zero;
754 m_group.SendGroupRootTerseUpdate();
755// m_group.RootPart.ScheduleTerseUpdate();
756
757 if (m_running)
758 {
759 StopTimer();
760 m_skipLoops = 1200; // 60 seconds
761 StartTimer();
762 }
763 }
764 }
765 }
766}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6c79b13..70018c8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -102,12 +102,12 @@ namespace OpenSim.Region.Framework.Scenes
102 engine.StartProcessing(); 102 engine.StartProcessing();
103 } 103 }
104 104
105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
106 { 106 {
107 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 107 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
108 if (money != null) 108 if (money != null)
109 { 109 {
110 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 110 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
111 } 111 }
112 112
113 AddInventoryItem(item); 113 AddInventoryItem(item);
@@ -170,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
170 return false; 170 return false;
171 } 171 }
172 } 172 }
173 173
174 if (InventoryService.AddItem(item)) 174 if (InventoryService.AddItem(item))
175 { 175 {
176 int userlevel = 0; 176 int userlevel = 0;
@@ -325,8 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
325 325
326 // Update item with new asset 326 // Update item with new asset
327 item.AssetID = asset.FullID; 327 item.AssetID = asset.FullID;
328 if (group.UpdateInventoryItem(item)) 328 group.UpdateInventoryItem(item);
329 remoteClient.SendAgentAlertMessage("Script saved", false);
330 329
331 part.SendPropertiesToClient(remoteClient); 330 part.SendPropertiesToClient(remoteClient);
332 331
@@ -337,12 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
337 { 336 {
338 // Needs to determine which engine was running it and use that 337 // Needs to determine which engine was running it and use that
339 // 338 //
340 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 339 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
341 errors = part.Inventory.GetScriptErrors(item.ItemID);
342 }
343 else
344 {
345 remoteClient.SendAgentAlertMessage("Script saved", false);
346 } 340 }
347 341
348 // Tell anyone managing scripts that a script has been reloaded/changed 342 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -408,6 +402,7 @@ namespace OpenSim.Region.Framework.Scenes
408 if (item.Owner != remoteClient.AgentId) 402 if (item.Owner != remoteClient.AgentId)
409 return; 403 return;
410 404
405 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
411 item.Name = itemUpd.Name; 406 item.Name = itemUpd.Name;
412 item.Description = itemUpd.Description; 407 item.Description = itemUpd.Description;
413 408
@@ -838,6 +833,8 @@ namespace OpenSim.Region.Framework.Scenes
838 return; 833 return;
839 } 834 }
840 835
836 if (newName == null) newName = item.Name;
837
841 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 838 AssetBase asset = AssetService.Get(item.AssetID.ToString());
842 839
843 if (asset != null) 840 if (asset != null)
@@ -898,6 +895,24 @@ namespace OpenSim.Region.Framework.Scenes
898 } 895 }
899 896
900 /// <summary> 897 /// <summary>
898 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
899 /// </summary>
900 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
901 {
902 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
903 foreach (InventoryItemBase b in items)
904 {
905 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
906 InventoryItemBase n = InventoryService.GetItem(b);
907 n.Folder = destfolder;
908 moveitems.Add(n);
909 remoteClient.SendInventoryItemCreateUpdate(n, 0);
910 }
911
912 MoveInventoryItem(remoteClient, moveitems);
913 }
914
915 /// <summary>
901 /// Move an item within the agent's inventory. 916 /// Move an item within the agent's inventory.
902 /// </summary> 917 /// </summary>
903 /// <param name="remoteClient"></param> 918 /// <param name="remoteClient"></param>
@@ -932,11 +947,22 @@ namespace OpenSim.Region.Framework.Scenes
932 public void CreateNewInventoryItem( 947 public void CreateNewInventoryItem(
933 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 948 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
934 string name, string description, uint flags, uint callbackID, 949 string name, string description, uint flags, uint callbackID,
935 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 950 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
936 { 951 {
937 CreateNewInventoryItem( 952 CreateNewInventoryItem(
938 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 953 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
939 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate); 954 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
955 }
956
957
958 private void CreateNewInventoryItem(
959 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
960 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
961 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
962 {
963 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
964 name, description, flags, callbackID, asset, invType,
965 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
940 } 966 }
941 967
942 /// <summary> 968 /// <summary>
@@ -961,7 +987,7 @@ namespace OpenSim.Region.Framework.Scenes
961 private void CreateNewInventoryItem( 987 private void CreateNewInventoryItem(
962 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 988 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
963 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 989 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
964 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 990 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
965 { 991 {
966 InventoryItemBase item = new InventoryItemBase(); 992 InventoryItemBase item = new InventoryItemBase();
967 item.Owner = remoteClient.AgentId; 993 item.Owner = remoteClient.AgentId;
@@ -984,7 +1010,7 @@ namespace OpenSim.Region.Framework.Scenes
984 1010
985 if (AddInventoryItem(item)) 1011 if (AddInventoryItem(item))
986 { 1012 {
987 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 1013 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
988 } 1014 }
989 else 1015 else
990 { 1016 {
@@ -1259,6 +1285,10 @@ namespace OpenSim.Region.Framework.Scenes
1259 { 1285 {
1260 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1286 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1261 1287
1288 // Can't move a null item
1289 if (itemId == UUID.Zero)
1290 return;
1291
1262 if (null == part) 1292 if (null == part)
1263 { 1293 {
1264 m_log.WarnFormat( 1294 m_log.WarnFormat(
@@ -1363,21 +1393,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 return; 1393 return;
1364 } 1394 }
1365 1395
1366 if (part.OwnerID != destPart.OwnerID) 1396 // Can't transfer this
1397 //
1398 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1399 return;
1400
1401 bool overrideNoMod = false;
1402 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1403 overrideNoMod = true;
1404
1405 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1367 { 1406 {
1368 // Source must have transfer permissions 1407 // object cannot copy items to an object owned by a different owner
1369 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1408 // unless llAllowInventoryDrop has been called
1370 return;
1371 1409
1372 // Object cannot copy items to an object owned by a different owner 1410 return;
1373 // unless llAllowInventoryDrop has been called on the destination
1374 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1375 return;
1376 } 1411 }
1377 1412
1378 // must have both move and modify permission to put an item in an object 1413 // must have both move and modify permission to put an item in an object
1379 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1414 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1415 {
1380 return; 1416 return;
1417 }
1381 1418
1382 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1419 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1383 1420
@@ -1433,6 +1470,14 @@ namespace OpenSim.Region.Framework.Scenes
1433 1470
1434 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1471 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1435 { 1472 {
1473 SceneObjectPart destPart = GetSceneObjectPart(destID);
1474 if (destPart != null) // Move into a prim
1475 {
1476 foreach(UUID itemID in items)
1477 MoveTaskInventoryItem(destID, host, itemID);
1478 return destID; // Prim folder ID == prim ID
1479 }
1480
1436 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1481 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1437 1482
1438 UUID newFolderID = UUID.Random(); 1483 UUID newFolderID = UUID.Random();
@@ -1615,12 +1660,12 @@ namespace OpenSim.Region.Framework.Scenes
1615 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1660 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1616 remoteClient, part, transactionID, currentItem); 1661 remoteClient, part, transactionID, currentItem);
1617 1662
1618 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1663// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1619 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1664// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1620 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1665// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1621 remoteClient.SendAgentAlertMessage("Script saved", false); 1666// remoteClient.SendAgentAlertMessage("Script saved", false);
1622 else 1667// else
1623 remoteClient.SendAgentAlertMessage("Item saved", false); 1668// remoteClient.SendAgentAlertMessage("Item saved", false);
1624 } 1669 }
1625 1670
1626 // Base ALWAYS has move 1671 // Base ALWAYS has move
@@ -1990,23 +2035,32 @@ namespace OpenSim.Region.Framework.Scenes
1990 // build a list of eligible objects 2035 // build a list of eligible objects
1991 List<uint> deleteIDs = new List<uint>(); 2036 List<uint> deleteIDs = new List<uint>();
1992 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2037 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1993 2038 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1994 // Start with true for both, then remove the flags if objects
1995 // that we can't derez are part of the selection
1996 bool permissionToTake = true;
1997 bool permissionToTakeCopy = true;
1998 bool permissionToDelete = true;
1999 2039
2000 foreach (uint localID in localIDs) 2040 foreach (uint localID in localIDs)
2001 { 2041 {
2042 // Start with true for both, then remove the flags if objects
2043 // that we can't derez are part of the selection
2044 bool permissionToTake = true;
2045 bool permissionToTakeCopy = true;
2046 bool permissionToDelete = true;
2047
2002 // Invalid id 2048 // Invalid id
2003 SceneObjectPart part = GetSceneObjectPart(localID); 2049 SceneObjectPart part = GetSceneObjectPart(localID);
2004 if (part == null) 2050 if (part == null)
2051 {
2052 //Client still thinks the object exists, kill it
2053 deleteIDs.Add(localID);
2005 continue; 2054 continue;
2055 }
2006 2056
2007 // Already deleted by someone else 2057 // Already deleted by someone else
2008 if (part.ParentGroup.IsDeleted) 2058 if (part.ParentGroup.IsDeleted)
2059 {
2060 //Client still thinks the object exists, kill it
2061 deleteIDs.Add(localID);
2009 continue; 2062 continue;
2063 }
2010 2064
2011 // Can't delete child prims 2065 // Can't delete child prims
2012 if (part != part.ParentGroup.RootPart) 2066 if (part != part.ParentGroup.RootPart)
@@ -2014,8 +2068,8 @@ namespace OpenSim.Region.Framework.Scenes
2014 2068
2015 SceneObjectGroup grp = part.ParentGroup; 2069 SceneObjectGroup grp = part.ParentGroup;
2016 2070
2017 deleteIDs.Add(localID); 2071 // If child prims have invalid perms, fix them
2018 deleteGroups.Add(grp); 2072 grp.AdjustChildPrimPermissions();
2019 2073
2020 // If child prims have invalid perms, fix them 2074 // If child prims have invalid perms, fix them
2021 grp.AdjustChildPrimPermissions(); 2075 grp.AdjustChildPrimPermissions();
@@ -2036,81 +2090,193 @@ namespace OpenSim.Region.Framework.Scenes
2036 } 2090 }
2037 else 2091 else
2038 { 2092 {
2039 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2093 if (action == DeRezAction.TakeCopy)
2094 {
2095 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2096 permissionToTakeCopy = false;
2097 }
2098 else
2099 {
2040 permissionToTakeCopy = false; 2100 permissionToTakeCopy = false;
2041 2101 }
2042 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2102 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
2043 permissionToTake = false; 2103 permissionToTake = false;
2044 2104
2045 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2105 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2046 permissionToDelete = false; 2106 permissionToDelete = false;
2047 } 2107 }
2048 }
2049 2108
2050 // Handle god perms 2109 // Handle god perms
2051 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2110 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2052 { 2111 {
2053 permissionToTake = true; 2112 permissionToTake = true;
2054 permissionToTakeCopy = true; 2113 permissionToTakeCopy = true;
2055 permissionToDelete = true; 2114 permissionToDelete = true;
2056 } 2115 }
2057 2116
2058 // If we're re-saving, we don't even want to delete 2117 // If we're re-saving, we don't even want to delete
2059 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2118 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2060 permissionToDelete = false; 2119 permissionToDelete = false;
2061 2120
2062 // if we want to take a copy, we also don't want to delete 2121 // if we want to take a copy, we also don't want to delete
2063 // Note: after this point, the permissionToTakeCopy flag 2122 // Note: after this point, the permissionToTakeCopy flag
2064 // becomes irrelevant. It already includes the permissionToTake 2123 // becomes irrelevant. It already includes the permissionToTake
2065 // permission and after excluding no copy items here, we can 2124 // permission and after excluding no copy items here, we can
2066 // just use that. 2125 // just use that.
2067 if (action == DeRezAction.TakeCopy) 2126 if (action == DeRezAction.TakeCopy)
2068 { 2127 {
2069 // If we don't have permission, stop right here 2128 // If we don't have permission, stop right here
2070 if (!permissionToTakeCopy) 2129 if (!permissionToTakeCopy)
2071 return; 2130 return;
2072 2131
2073 permissionToTake = true; 2132 permissionToTake = true;
2074 // Don't delete 2133 // Don't delete
2075 permissionToDelete = false; 2134 permissionToDelete = false;
2076 } 2135 }
2077 2136
2078 if (action == DeRezAction.Return) 2137 if (action == DeRezAction.Return)
2079 {
2080 if (remoteClient != null)
2081 { 2138 {
2082 if (Permissions.CanReturnObjects( 2139 if (remoteClient != null)
2083 null,
2084 remoteClient.AgentId,
2085 deleteGroups))
2086 { 2140 {
2087 permissionToTake = true; 2141 if (Permissions.CanReturnObjects(
2088 permissionToDelete = true; 2142 null,
2089 2143 remoteClient.AgentId,
2090 foreach (SceneObjectGroup g in deleteGroups) 2144 new List<SceneObjectGroup>() {grp}))
2091 { 2145 {
2092 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2146 permissionToTake = true;
2147 permissionToDelete = true;
2148
2149 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2093 } 2150 }
2094 } 2151 }
2152 else // Auto return passes through here with null agent
2153 {
2154 permissionToTake = true;
2155 permissionToDelete = true;
2156 }
2095 } 2157 }
2096 else // Auto return passes through here with null agent 2158
2159 if (permissionToTake && (!permissionToDelete))
2160 takeGroups.Add(grp);
2161
2162 if (permissionToDelete)
2097 { 2163 {
2098 permissionToTake = true; 2164 if (permissionToTake)
2099 permissionToDelete = true; 2165 deleteGroups.Add(grp);
2166 deleteIDs.Add(grp.LocalId);
2100 } 2167 }
2101 } 2168 }
2102 2169
2103 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2170 SendKillObject(deleteIDs);
2171
2172 if (deleteGroups.Count > 0)
2104 { 2173 {
2174 foreach (SceneObjectGroup g in deleteGroups)
2175 deleteIDs.Remove(g.LocalId);
2176
2105 m_asyncSceneObjectDeleter.DeleteToInventory( 2177 m_asyncSceneObjectDeleter.DeleteToInventory(
2106 action, destinationID, deleteGroups, remoteClient, 2178 action, destinationID, deleteGroups, remoteClient,
2107 permissionToDelete); 2179 true);
2180 }
2181 if (takeGroups.Count > 0)
2182 {
2183 m_asyncSceneObjectDeleter.DeleteToInventory(
2184 action, destinationID, takeGroups, remoteClient,
2185 false);
2108 } 2186 }
2109 else if (permissionToDelete) 2187 if (deleteIDs.Count > 0)
2110 { 2188 {
2111 foreach (SceneObjectGroup g in deleteGroups) 2189 foreach (SceneObjectGroup g in deleteGroups)
2112 DeleteSceneObject(g, false); 2190 DeleteSceneObject(g, true);
2191 }
2192 }
2193
2194 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2195 {
2196 itemID = UUID.Zero;
2197 if (grp != null)
2198 {
2199 Vector3 inventoryStoredPosition = new Vector3
2200 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2201 ? 250
2202 : grp.AbsolutePosition.X)
2203 ,
2204 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2205 ? 250
2206 : grp.AbsolutePosition.X,
2207 grp.AbsolutePosition.Z);
2208
2209 Vector3 originalPosition = grp.AbsolutePosition;
2210
2211 grp.AbsolutePosition = inventoryStoredPosition;
2212
2213 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2214
2215 grp.AbsolutePosition = originalPosition;
2216
2217 AssetBase asset = CreateAsset(
2218 grp.GetPartName(grp.LocalId),
2219 grp.GetPartDescription(grp.LocalId),
2220 (sbyte)AssetType.Object,
2221 Utils.StringToBytes(sceneObjectXml),
2222 remoteClient.AgentId);
2223 AssetService.Store(asset);
2224
2225 InventoryItemBase item = new InventoryItemBase();
2226 item.CreatorId = grp.RootPart.CreatorID.ToString();
2227 item.CreatorData = grp.RootPart.CreatorData;
2228 item.Owner = remoteClient.AgentId;
2229 item.ID = UUID.Random();
2230 item.AssetID = asset.FullID;
2231 item.Description = asset.Description;
2232 item.Name = asset.Name;
2233 item.AssetType = asset.Type;
2234 item.InvType = (int)InventoryType.Object;
2235
2236 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2237 if (folder != null)
2238 item.Folder = folder.ID;
2239 else // oopsies
2240 item.Folder = UUID.Zero;
2241
2242 // Set up base perms properly
2243 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2244 permsBase &= grp.RootPart.BaseMask;
2245 permsBase |= (uint)PermissionMask.Move;
2246
2247 // Make sure we don't lock it
2248 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2249
2250 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2251 {
2252 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2253 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2254 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2255 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2256 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2257 }
2258 else
2259 {
2260 item.BasePermissions = permsBase;
2261 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2262 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2263 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2264 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2265 }
2266 item.CreationDate = Util.UnixTimeSinceEpoch();
2267
2268 // sets itemID so client can show item as 'attached' in inventory
2269 grp.FromItemID = item.ID;
2270
2271 if (AddInventoryItem(item))
2272 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2273 else
2274 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2275
2276 itemID = item.ID;
2277 return item.AssetID;
2113 } 2278 }
2279 return UUID.Zero;
2114 } 2280 }
2115 2281
2116 /// <summary> 2282 /// <summary>
@@ -2240,6 +2406,9 @@ namespace OpenSim.Region.Framework.Scenes
2240 2406
2241 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2407 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2242 { 2408 {
2409 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2410 return;
2411
2243 SceneObjectPart part = GetSceneObjectPart(objectID); 2412 SceneObjectPart part = GetSceneObjectPart(objectID);
2244 if (part == null) 2413 if (part == null)
2245 return; 2414 return;
@@ -2296,7 +2465,10 @@ namespace OpenSim.Region.Framework.Scenes
2296 } 2465 }
2297 else 2466 else
2298 { 2467 {
2299 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2468 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2469 continue;
2470
2471 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2300 continue; 2472 continue;
2301 2473
2302 if (sog.GroupID != groupID) 2474 if (sog.GroupID != groupID)
@@ -2408,6 +2580,12 @@ namespace OpenSim.Region.Framework.Scenes
2408 } 2580 }
2409 2581
2410 m_sceneGraph.LinkObjects(root, children); 2582 m_sceneGraph.LinkObjects(root, children);
2583
2584 ScenePresence sp;
2585 if (TryGetScenePresence(agentId, out sp))
2586 {
2587 root.SendPropertiesToClient(sp.ControllingClient);
2588 }
2411 } 2589 }
2412 2590
2413 private string PermissionString(uint permissions) 2591 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 0743ce7..6ef83fb 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
234 public bool LoginLock = false; 234 public bool LoginLock = false;
@@ -244,11 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 protected int m_splitRegionID; 245 protected int m_splitRegionID;
246 protected Timer m_restartWaitTimer = new Timer(); 246 protected Timer m_restartWaitTimer = new Timer();
247 protected Timer m_timerWatchdog = new Timer();
247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 248 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 249 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
249 protected string m_simulatorVersion = "OpenSimulator Server"; 250 protected string m_simulatorVersion = "OpenSimulator Server";
250 protected AgentCircuitManager m_authenticateHandler; 251 protected AgentCircuitManager m_authenticateHandler;
251 protected SceneCommunicationService m_sceneGridService; 252 protected SceneCommunicationService m_sceneGridService;
253 protected ISnmpModule m_snmpService = null;
252 254
253 protected ISimulationDataService m_SimulationDataService; 255 protected ISimulationDataService m_SimulationDataService;
254 protected IEstateDataService m_EstateDataService; 256 protected IEstateDataService m_EstateDataService;
@@ -311,8 +313,8 @@ namespace OpenSim.Region.Framework.Scenes
311 private int m_update_presences = 1; // Update scene presence movements 313 private int m_update_presences = 1; // Update scene presence movements
312 private int m_update_events = 1; 314 private int m_update_events = 1;
313 private int m_update_backup = 200; 315 private int m_update_backup = 200;
314 private int m_update_terrain = 50; 316 private int m_update_terrain = 1000;
315// private int m_update_land = 1; 317 private int m_update_land = 10;
316 private int m_update_coarse_locations = 50; 318 private int m_update_coarse_locations = 50;
317 319
318 private int agentMS; 320 private int agentMS;
@@ -325,13 +327,13 @@ namespace OpenSim.Region.Framework.Scenes
325 private int backupMS; 327 private int backupMS;
326 private int terrainMS; 328 private int terrainMS;
327 private int landMS; 329 private int landMS;
328 private int spareMS;
329 330
330 /// <summary> 331 /// <summary>
331 /// Tick at which the last frame was processed. 332 /// Tick at which the last frame was processed.
332 /// </summary> 333 /// </summary>
333 private int m_lastFrameTick; 334 private int m_lastFrameTick;
334 335
336 public bool CombineRegions = false;
335 /// <summary> 337 /// <summary>
336 /// Tick at which the last maintenance run occurred. 338 /// Tick at which the last maintenance run occurred.
337 /// </summary> 339 /// </summary>
@@ -351,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
351 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
352 private volatile bool m_backingup; 354 private volatile bool m_backingup;
353 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
354 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 356 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
355 357
356 private string m_defaultScriptEngine; 358 private string m_defaultScriptEngine;
357 359
@@ -360,6 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
360 /// </summary> 362 /// </summary>
361 private int m_LastLogin; 363 private int m_LastLogin;
362 364
365 private int m_lastIncoming;
366 private int m_lastOutgoing;
367 private int m_hbRestarts = 0;
368
369
363 /// <summary> 370 /// <summary>
364 /// Thread that runs the scene loop. 371 /// Thread that runs the scene loop.
365 /// </summary> 372 /// </summary>
@@ -402,7 +409,7 @@ namespace OpenSim.Region.Framework.Scenes
402 private volatile bool m_active; 409 private volatile bool m_active;
403 410
404// private int m_lastUpdate; 411// private int m_lastUpdate;
405// private bool m_firstHeartbeat = true; 412 private bool m_firstHeartbeat = true;
406 413
407 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 414 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
408 private bool m_reprioritizationEnabled = true; 415 private bool m_reprioritizationEnabled = true;
@@ -446,6 +453,19 @@ namespace OpenSim.Region.Framework.Scenes
446 get { return m_sceneGridService; } 453 get { return m_sceneGridService; }
447 } 454 }
448 455
456 public ISnmpModule SnmpService
457 {
458 get
459 {
460 if (m_snmpService == null)
461 {
462 m_snmpService = RequestModuleInterface<ISnmpModule>();
463 }
464
465 return m_snmpService;
466 }
467 }
468
449 public ISimulationDataService SimulationDataService 469 public ISimulationDataService SimulationDataService
450 { 470 {
451 get 471 get
@@ -738,6 +758,8 @@ namespace OpenSim.Region.Framework.Scenes
738 m_SimulationDataService = simDataService; 758 m_SimulationDataService = simDataService;
739 m_EstateDataService = estateDataService; 759 m_EstateDataService = estateDataService;
740 m_regionHandle = RegionInfo.RegionHandle; 760 m_regionHandle = RegionInfo.RegionHandle;
761 m_lastIncoming = 0;
762 m_lastOutgoing = 0;
741 763
742 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 764 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
743 m_asyncSceneObjectDeleter.Enabled = true; 765 m_asyncSceneObjectDeleter.Enabled = true;
@@ -831,7 +853,7 @@ namespace OpenSim.Region.Framework.Scenes
831 853
832 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 854 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
833 855
834 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 856 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
835 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 857 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
836 if (!UseBackup) 858 if (!UseBackup)
837 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 859 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -839,10 +861,8 @@ namespace OpenSim.Region.Framework.Scenes
839 //Animation states 861 //Animation states
840 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 862 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
841 863
842 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 864 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
843 865 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
844 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
845 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
846 866
847 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 867 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
848 if (RegionInfo.NonphysPrimMin > 0) 868 if (RegionInfo.NonphysPrimMin > 0)
@@ -863,11 +883,21 @@ namespace OpenSim.Region.Framework.Scenes
863 } 883 }
864 884
865 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 885 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
886
866 if (RegionInfo.PhysPrimMax > 0) 887 if (RegionInfo.PhysPrimMax > 0)
867 { 888 {
868 m_maxPhys = RegionInfo.PhysPrimMax; 889 m_maxPhys = RegionInfo.PhysPrimMax;
869 } 890 }
870 891
892 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
893 if (RegionInfo.LinksetCapacity > 0)
894 {
895 m_linksetCapacity = RegionInfo.LinksetCapacity;
896 }
897
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900
871 // Here, if clamping is requested in either global or 901 // Here, if clamping is requested in either global or
872 // local config, it will be used 902 // local config, it will be used
873 // 903 //
@@ -877,13 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
877 m_clampPrimSize = true; 907 m_clampPrimSize = true;
878 } 908 }
879 909
880 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 910 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
881 if (RegionInfo.LinksetCapacity > 0)
882 {
883 m_linksetCapacity = RegionInfo.LinksetCapacity;
884 }
885
886 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
887 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 911 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
888 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 912 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
889 m_dontPersistBefore = 913 m_dontPersistBefore =
@@ -894,11 +918,11 @@ namespace OpenSim.Region.Framework.Scenes
894 m_persistAfter *= 10000000; 918 m_persistAfter *= 10000000;
895 919
896 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 920 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
897 921 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900 922
901 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 923 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
924 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
925 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
902 926
903 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 927 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
904 928
@@ -943,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
943 967
944 if (grant.Length > 0) 968 if (grant.Length > 0)
945 { 969 {
946 foreach (string viewer in grant.Split('|')) 970 foreach (string viewer in grant.Split(','))
947 { 971 {
948 m_AllowedViewers.Add(viewer.Trim().ToLower()); 972 m_AllowedViewers.Add(viewer.Trim().ToLower());
949 } 973 }
@@ -955,7 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
955 979
956 if (grant.Length > 0) 980 if (grant.Length > 0)
957 { 981 {
958 foreach (string viewer in grant.Split('|')) 982 foreach (string viewer in grant.Split(','))
959 { 983 {
960 m_BannedViewers.Add(viewer.Trim().ToLower()); 984 m_BannedViewers.Add(viewer.Trim().ToLower());
961 } 985 }
@@ -1015,6 +1039,8 @@ namespace OpenSim.Region.Framework.Scenes
1015 StatsReporter = new SimStatsReporter(this); 1039 StatsReporter = new SimStatsReporter(this);
1016 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1040 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1017 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1041 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1042
1043 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1018 } 1044 }
1019 1045
1020 public Scene(RegionInfo regInfo) : base(regInfo) 1046 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1310,8 +1336,11 @@ namespace OpenSim.Region.Framework.Scenes
1310 // Stop all client threads. 1336 // Stop all client threads.
1311 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1337 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1312 1338
1313 m_log.Debug("[SCENE]: Persisting changed objects"); 1339 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1314 EventManager.TriggerSceneShuttingDown(this); 1340 EventManager.TriggerSceneShuttingDown(this);
1341
1342 m_log.Debug("[SCENE]: Persisting changed objects");
1343
1315 Backup(false); 1344 Backup(false);
1316 m_sceneGraph.Close(); 1345 m_sceneGraph.Close();
1317 1346
@@ -1325,6 +1354,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 // attempt to reference a null or disposed physics scene. 1354 // attempt to reference a null or disposed physics scene.
1326 if (PhysicsScene != null) 1355 if (PhysicsScene != null)
1327 { 1356 {
1357 m_log.Debug("[SCENE]: Dispose Physics");
1328 PhysicsScene phys = PhysicsScene; 1358 PhysicsScene phys = PhysicsScene;
1329 // remove the physics engine from both Scene and SceneGraph 1359 // remove the physics engine from both Scene and SceneGraph
1330 PhysicsScene = null; 1360 PhysicsScene = null;
@@ -1355,11 +1385,29 @@ namespace OpenSim.Region.Framework.Scenes
1355 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1385 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1356 if (m_heartbeatThread != null) 1386 if (m_heartbeatThread != null)
1357 { 1387 {
1388 m_hbRestarts++;
1389 if(m_hbRestarts > 10)
1390 Environment.Exit(1);
1391 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1392
1393//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1394//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1395//proc.EnableRaisingEvents=false;
1396//proc.StartInfo.FileName = "/bin/kill";
1397//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1398//proc.Start();
1399//proc.WaitForExit();
1400//Thread.Sleep(1000);
1401//Environment.Exit(1);
1358 m_heartbeatThread.Abort(); 1402 m_heartbeatThread.Abort();
1403 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1359 m_heartbeatThread = null; 1404 m_heartbeatThread = null;
1360 } 1405 }
1361// m_lastUpdate = Util.EnvironmentTickCount(); 1406// m_lastUpdate = Util.EnvironmentTickCount();
1362 1407
1408// m_sceneGraph.PreparePhysicsSimulation();
1409
1410
1363 m_heartbeatThread 1411 m_heartbeatThread
1364 = Watchdog.StartThread( 1412 = Watchdog.StartThread(
1365 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1413 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1504,16 +1552,20 @@ namespace OpenSim.Region.Framework.Scenes
1504 endFrame = Frame + frames; 1552 endFrame = Frame + frames;
1505 1553
1506 float physicsFPS = 0f; 1554 float physicsFPS = 0f;
1507 int previousFrameTick, tmpMS; 1555 int tmpMS;
1508 int maintc = Util.EnvironmentTickCount(); 1556 int previousFrameTick;
1557 int maintc;
1558 int sleepMS;
1559 int framestart;
1509 1560
1510 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1561 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1511 { 1562 {
1563 framestart = Util.EnvironmentTickCount();
1512 ++Frame; 1564 ++Frame;
1513 1565
1514// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1566// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1515 1567
1516 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1568 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1517 1569
1518 try 1570 try
1519 { 1571 {
@@ -1567,6 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1567 m_sceneGraph.UpdatePresences(); 1619 m_sceneGraph.UpdatePresences();
1568 1620
1569 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1621 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1622
1570 1623
1571 // Delete temp-on-rez stuff 1624 // Delete temp-on-rez stuff
1572 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1625 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1648,34 +1701,37 @@ namespace OpenSim.Region.Framework.Scenes
1648 1701
1649 Watchdog.UpdateThread(); 1702 Watchdog.UpdateThread();
1650 1703
1704 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1705
1706 StatsReporter.AddPhysicsFPS(physicsFPS);
1707 StatsReporter.AddTimeDilation(TimeDilation);
1708 StatsReporter.AddFPS(1);
1709
1710 StatsReporter.addAgentMS(agentMS);
1711 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1712 StatsReporter.addOtherMS(otherMS);
1713 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1714
1651 previousFrameTick = m_lastFrameTick; 1715 previousFrameTick = m_lastFrameTick;
1652 m_lastFrameTick = Util.EnvironmentTickCount(); 1716 m_lastFrameTick = Util.EnvironmentTickCount();
1653 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1717 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1654 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1718 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1655 1719
1720 m_firstHeartbeat = false;
1721
1722 sleepMS = Util.EnvironmentTickCount();
1723
1656 if (tmpMS > 0) 1724 if (tmpMS > 0)
1657 {
1658 Thread.Sleep(tmpMS); 1725 Thread.Sleep(tmpMS);
1659 spareMS += tmpMS;
1660 }
1661 1726
1662 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1727 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1663 maintc = Util.EnvironmentTickCount(); 1728 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1664 1729 StatsReporter.addSleepMS(sleepMS);
1665 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1730 StatsReporter.addFrameMS(frameMS);
1666 1731
1667 // if (Frame%m_update_avatars == 0) 1732 // if (Frame%m_update_avatars == 0)
1668 // UpdateInWorldTime(); 1733 // UpdateInWorldTime();
1669 StatsReporter.AddPhysicsFPS(physicsFPS);
1670 StatsReporter.AddTimeDilation(TimeDilation);
1671 StatsReporter.AddFPS(1);
1672 1734
1673 StatsReporter.addFrameMS(frameMS);
1674 StatsReporter.addAgentMS(agentMS);
1675 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1676 StatsReporter.addOtherMS(otherMS);
1677 StatsReporter.AddSpareMS(spareMS);
1678 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1679 1735
1680 // Optionally warn if a frame takes double the amount of time that it should. 1736 // Optionally warn if a frame takes double the amount of time that it should.
1681 if (DebugUpdates 1737 if (DebugUpdates
@@ -1692,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 public void AddGroupTarget(SceneObjectGroup grp) 1748 public void AddGroupTarget(SceneObjectGroup grp)
1693 { 1749 {
1694 lock (m_groupsWithTargets) 1750 lock (m_groupsWithTargets)
1695 m_groupsWithTargets[grp.UUID] = grp; 1751 m_groupsWithTargets[grp.UUID] = 0;
1696 } 1752 }
1697 1753
1698 public void RemoveGroupTarget(SceneObjectGroup grp) 1754 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1703,18 +1759,24 @@ namespace OpenSim.Region.Framework.Scenes
1703 1759
1704 private void CheckAtTargets() 1760 private void CheckAtTargets()
1705 { 1761 {
1706 List<SceneObjectGroup> objs = null; 1762 List<UUID> objs = null;
1707 1763
1708 lock (m_groupsWithTargets) 1764 lock (m_groupsWithTargets)
1709 { 1765 {
1710 if (m_groupsWithTargets.Count != 0) 1766 if (m_groupsWithTargets.Count != 0)
1711 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1767 objs = new List<UUID>(m_groupsWithTargets.Keys);
1712 } 1768 }
1713 1769
1714 if (objs != null) 1770 if (objs != null)
1715 { 1771 {
1716 foreach (SceneObjectGroup entry in objs) 1772 foreach (UUID entry in objs)
1717 entry.checkAtTargets(); 1773 {
1774 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1775 if (grp == null)
1776 m_groupsWithTargets.Remove(entry);
1777 else
1778 grp.checkAtTargets();
1779 }
1718 } 1780 }
1719 } 1781 }
1720 1782
@@ -1793,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
1793 msg.fromAgentName = "Server"; 1855 msg.fromAgentName = "Server";
1794 msg.dialog = (byte)19; // Object msg 1856 msg.dialog = (byte)19; // Object msg
1795 msg.fromGroup = false; 1857 msg.fromGroup = false;
1796 msg.offline = (byte)0; 1858 msg.offline = (byte)1;
1797 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1859 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1798 msg.Position = Vector3.Zero; 1860 msg.Position = Vector3.Zero;
1799 msg.RegionID = RegionInfo.RegionID.Guid; 1861 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2022,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
2022 return PhysicsScene.SupportsRaycastWorldFiltered(); 2084 return PhysicsScene.SupportsRaycastWorldFiltered();
2023 } 2085 }
2024 2086
2025 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2087 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2026 { 2088 {
2027 if (PhysicsScene == null) 2089 if (PhysicsScene == null)
2028 return null; 2090 return null;
@@ -2044,14 +2106,24 @@ namespace OpenSim.Region.Framework.Scenes
2044 /// <returns></returns> 2106 /// <returns></returns>
2045 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2107 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2046 { 2108 {
2109
2110 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2111 Vector3 wpos = Vector3.Zero;
2112 // Check for water surface intersection from above
2113 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2114 {
2115 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2116 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2117 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2118 wpos.Z = wheight;
2119 }
2120
2047 Vector3 pos = Vector3.Zero; 2121 Vector3 pos = Vector3.Zero;
2048 if (RayEndIsIntersection == (byte)1) 2122 if (RayEndIsIntersection == (byte)1)
2049 { 2123 {
2050 pos = RayEnd; 2124 pos = RayEnd;
2051 return pos;
2052 } 2125 }
2053 2126 else if (RayTargetID != UUID.Zero)
2054 if (RayTargetID != UUID.Zero)
2055 { 2127 {
2056 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2128 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2057 2129
@@ -2073,7 +2145,7 @@ namespace OpenSim.Region.Framework.Scenes
2073 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2145 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2074 2146
2075 // Un-comment out the following line to Get Raytrace results printed to the console. 2147 // Un-comment out the following line to Get Raytrace results printed to the console.
2076 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2148 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2077 float ScaleOffset = 0.5f; 2149 float ScaleOffset = 0.5f;
2078 2150
2079 // If we hit something 2151 // If we hit something
@@ -2096,13 +2168,10 @@ namespace OpenSim.Region.Framework.Scenes
2096 //pos.Z -= 0.25F; 2168 //pos.Z -= 0.25F;
2097 2169
2098 } 2170 }
2099
2100 return pos;
2101 } 2171 }
2102 else 2172 else
2103 { 2173 {
2104 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2174 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2105
2106 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2175 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2107 2176
2108 // Un-comment the following line to print the raytrace results to the console. 2177 // Un-comment the following line to print the raytrace results to the console.
@@ -2111,13 +2180,12 @@ namespace OpenSim.Region.Framework.Scenes
2111 if (ei.HitTF) 2180 if (ei.HitTF)
2112 { 2181 {
2113 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2182 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2114 } else 2183 }
2184 else
2115 { 2185 {
2116 // fall back to our stupid functionality 2186 // fall back to our stupid functionality
2117 pos = RayEnd; 2187 pos = RayEnd;
2118 } 2188 }
2119
2120 return pos;
2121 } 2189 }
2122 } 2190 }
2123 else 2191 else
@@ -2128,8 +2196,12 @@ namespace OpenSim.Region.Framework.Scenes
2128 //increase height so its above the ground. 2196 //increase height so its above the ground.
2129 //should be getting the normal of the ground at the rez point and using that? 2197 //should be getting the normal of the ground at the rez point and using that?
2130 pos.Z += scale.Z / 2f; 2198 pos.Z += scale.Z / 2f;
2131 return pos; 2199// return pos;
2132 } 2200 }
2201
2202 // check against posible water intercept
2203 if (wpos.Z > pos.Z) pos = wpos;
2204 return pos;
2133 } 2205 }
2134 2206
2135 2207
@@ -2220,12 +2292,12 @@ namespace OpenSim.Region.Framework.Scenes
2220 { 2292 {
2221 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2293 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2222 { 2294 {
2295 sceneObject.IsDeleted = false;
2223 EventManager.TriggerObjectAddedToScene(sceneObject); 2296 EventManager.TriggerObjectAddedToScene(sceneObject);
2224 return true; 2297 return true;
2225 } 2298 }
2226 2299
2227 return false; 2300 return false;
2228
2229 } 2301 }
2230 2302
2231 /// <summary> 2303 /// <summary>
@@ -2317,6 +2389,15 @@ namespace OpenSim.Region.Framework.Scenes
2317 /// </summary> 2389 /// </summary>
2318 public void DeleteAllSceneObjects() 2390 public void DeleteAllSceneObjects()
2319 { 2391 {
2392 DeleteAllSceneObjects(false);
2393 }
2394
2395 /// <summary>
2396 /// Delete every object from the scene. This does not include attachments worn by avatars.
2397 /// </summary>
2398 public void DeleteAllSceneObjects(bool exceptNoCopy)
2399 {
2400 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2320 lock (Entities) 2401 lock (Entities)
2321 { 2402 {
2322 EntityBase[] entities = Entities.GetEntities(); 2403 EntityBase[] entities = Entities.GetEntities();
@@ -2325,11 +2406,24 @@ namespace OpenSim.Region.Framework.Scenes
2325 if (e is SceneObjectGroup) 2406 if (e is SceneObjectGroup)
2326 { 2407 {
2327 SceneObjectGroup sog = (SceneObjectGroup)e; 2408 SceneObjectGroup sog = (SceneObjectGroup)e;
2328 if (!sog.IsAttachment) 2409 if (sog != null && !sog.IsAttachment)
2329 DeleteSceneObject((SceneObjectGroup)e, false); 2410 {
2411 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2412 {
2413 DeleteSceneObject((SceneObjectGroup)e, false);
2414 }
2415 else
2416 {
2417 toReturn.Add((SceneObjectGroup)e);
2418 }
2419 }
2330 } 2420 }
2331 } 2421 }
2332 } 2422 }
2423 if (toReturn.Count > 0)
2424 {
2425 returnObjects(toReturn.ToArray(), UUID.Zero);
2426 }
2333 } 2427 }
2334 2428
2335 /// <summary> 2429 /// <summary>
@@ -2364,6 +2458,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 2458
2365 foreach (SceneObjectPart part in partList) 2459 foreach (SceneObjectPart part in partList)
2366 { 2460 {
2461 if (part.KeyframeMotion != null)
2462 {
2463 part.KeyframeMotion.Delete();
2464 part.KeyframeMotion = null;
2465 }
2466
2367 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2467 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2368 { 2468 {
2369 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2469 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2381,6 +2481,8 @@ namespace OpenSim.Region.Framework.Scenes
2381 } 2481 }
2382 2482
2383 group.DeleteGroupFromScene(silent); 2483 group.DeleteGroupFromScene(silent);
2484 if (!silent)
2485 SendKillObject(new List<uint>() { group.LocalId });
2384 2486
2385// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2487// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2386 } 2488 }
@@ -2670,7 +2772,7 @@ namespace OpenSim.Region.Framework.Scenes
2670 // If the user is banned, we won't let any of their objects 2772 // If the user is banned, we won't let any of their objects
2671 // enter. Period. 2773 // enter. Period.
2672 // 2774 //
2673 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2775 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2674 { 2776 {
2675 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2777 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2676 return false; 2778 return false;
@@ -2705,6 +2807,9 @@ namespace OpenSim.Region.Framework.Scenes
2705 // before we restart the scripts, or else some functions won't work. 2807 // before we restart the scripts, or else some functions won't work.
2706 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2808 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2707 newObject.ResumeScripts(); 2809 newObject.ResumeScripts();
2810
2811 if (newObject.RootPart.KeyframeMotion != null)
2812 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2708 } 2813 }
2709 2814
2710 // Do this as late as possible so that listeners have full access to the incoming object 2815 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2722,6 +2827,23 @@ namespace OpenSim.Region.Framework.Scenes
2722 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2827 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2723 public bool AddSceneObject(SceneObjectGroup sceneObject) 2828 public bool AddSceneObject(SceneObjectGroup sceneObject)
2724 { 2829 {
2830 if (sceneObject.OwnerID == UUID.Zero)
2831 {
2832 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2833 return false;
2834 }
2835
2836 // If the user is banned, we won't let any of their objects
2837 // enter. Period.
2838 //
2839 int flags = GetUserFlags(sceneObject.OwnerID);
2840 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2841 {
2842 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2843
2844 return false;
2845 }
2846
2725 // Force allocation of new LocalId 2847 // Force allocation of new LocalId
2726 // 2848 //
2727 SceneObjectPart[] parts = sceneObject.Parts; 2849 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2758,16 +2880,27 @@ namespace OpenSim.Region.Framework.Scenes
2758 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2880 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2759 // We currently do this in Scene.MakeRootAgent() instead. 2881 // We currently do this in Scene.MakeRootAgent() instead.
2760 if (AttachmentsModule != null) 2882 if (AttachmentsModule != null)
2761 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2883 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2762 } 2884 }
2763 else 2885 else
2764 { 2886 {
2887 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2765 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2888 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2766 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2889 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2767 } 2890 }
2891 if (sceneObject.OwnerID == UUID.Zero)
2892 {
2893 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2894 return false;
2895 }
2768 } 2896 }
2769 else 2897 else
2770 { 2898 {
2899 if (sceneObject.OwnerID == UUID.Zero)
2900 {
2901 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2902 return false;
2903 }
2771 AddRestoredSceneObject(sceneObject, true, false); 2904 AddRestoredSceneObject(sceneObject, true, false);
2772 } 2905 }
2773 2906
@@ -2784,6 +2917,24 @@ namespace OpenSim.Region.Framework.Scenes
2784 return 2; // StateSource.PrimCrossing 2917 return 2; // StateSource.PrimCrossing
2785 } 2918 }
2786 2919
2920 public int GetUserFlags(UUID user)
2921 {
2922 //Unfortunately the SP approach means that the value is cached until region is restarted
2923 /*
2924 ScenePresence sp;
2925 if (TryGetScenePresence(user, out sp))
2926 {
2927 return sp.UserFlags;
2928 }
2929 else
2930 {
2931 */
2932 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2933 if (uac == null)
2934 return 0;
2935 return uac.UserFlags;
2936 //}
2937 }
2787 #endregion 2938 #endregion
2788 2939
2789 #region Add/Remove Avatar Methods 2940 #region Add/Remove Avatar Methods
@@ -2816,7 +2967,7 @@ namespace OpenSim.Region.Framework.Scenes
2816 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2967 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2817 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2968 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2818 2969
2819 // CheckHeartbeat(); 2970 CheckHeartbeat();
2820 2971
2821 sp = GetScenePresence(client.AgentId); 2972 sp = GetScenePresence(client.AgentId);
2822 2973
@@ -2834,6 +2985,13 @@ namespace OpenSim.Region.Framework.Scenes
2834 SubscribeToClientEvents(client); 2985 SubscribeToClientEvents(client);
2835 2986
2836 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2987 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2988 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2989 if (cof == null)
2990 sp.COF = UUID.Zero;
2991 else
2992 sp.COF = cof.ID;
2993
2994 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2837 m_eventManager.TriggerOnNewPresence(sp); 2995 m_eventManager.TriggerOnNewPresence(sp);
2838 2996
2839 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2997 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2948,19 +3106,14 @@ namespace OpenSim.Region.Framework.Scenes
2948 // and the scene presence and the client, if they exist 3106 // and the scene presence and the client, if they exist
2949 try 3107 try
2950 { 3108 {
2951 // We need to wait for the client to make UDP contact first. 3109 ScenePresence sp = GetScenePresence(agentID);
2952 // It's the UDP contact that creates the scene presence 3110
2953 ScenePresence sp = WaitGetScenePresence(agentID);
2954 if (sp != null) 3111 if (sp != null)
2955 { 3112 {
2956 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3113 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2957
2958 sp.ControllingClient.Close(); 3114 sp.ControllingClient.Close();
2959 } 3115 }
2960 else 3116
2961 {
2962 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2963 }
2964 // BANG! SLASH! 3117 // BANG! SLASH!
2965 m_authenticateHandler.RemoveCircuit(agentID); 3118 m_authenticateHandler.RemoveCircuit(agentID);
2966 3119
@@ -3005,6 +3158,8 @@ namespace OpenSim.Region.Framework.Scenes
3005 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3158 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3006 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3159 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3007 3160
3161 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3162
3008 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3163 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3009 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3164 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3010 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3165 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3061,6 +3216,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3216 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3062 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3217 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3063 client.OnCopyInventoryItem += CopyInventoryItem; 3218 client.OnCopyInventoryItem += CopyInventoryItem;
3219 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3064 client.OnMoveInventoryItem += MoveInventoryItem; 3220 client.OnMoveInventoryItem += MoveInventoryItem;
3065 client.OnRemoveInventoryItem += RemoveInventoryItem; 3221 client.OnRemoveInventoryItem += RemoveInventoryItem;
3066 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3222 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3131,6 +3287,8 @@ namespace OpenSim.Region.Framework.Scenes
3131 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3287 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3132 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3288 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3133 3289
3290 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3291
3134 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3292 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3135 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3293 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3136 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3294 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3437,7 +3595,7 @@ namespace OpenSim.Region.Framework.Scenes
3437 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3595 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3438 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3596 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3439 if (closeChildAgents && CapsModule != null) 3597 if (closeChildAgents && CapsModule != null)
3440 CapsModule.RemoveCaps(agentID); 3598 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3441 3599
3442 if (closeChildAgents && !isChildAgent) 3600 if (closeChildAgents && !isChildAgent)
3443 { 3601 {
@@ -3470,6 +3628,7 @@ namespace OpenSim.Region.Framework.Scenes
3470 // It's possible for child agents to have transactions if changes are being made cross-border. 3628 // It's possible for child agents to have transactions if changes are being made cross-border.
3471 if (AgentTransactionsModule != null) 3629 if (AgentTransactionsModule != null)
3472 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3630 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3631 m_log.Debug("[Scene] The avatar has left the building");
3473 } 3632 }
3474 catch (Exception e) 3633 catch (Exception e)
3475 { 3634 {
@@ -3663,15 +3822,27 @@ namespace OpenSim.Region.Framework.Scenes
3663 agent.firstname, agent.lastname, agent.Viewer); 3822 agent.firstname, agent.lastname, agent.Viewer);
3664 reason = "Access denied, your viewer is banned by the region owner"; 3823 reason = "Access denied, your viewer is banned by the region owner";
3665 return false; 3824 return false;
3666 } 3825 }
3667 3826
3668 ILandObject land; 3827 ScenePresence sp = GetScenePresence(agent.AgentID);
3669 3828
3670 lock (agent) 3829 // If we have noo presence here or if that presence is a zombie root
3830 // presence that will be kicled, we need a new CAPS object.
3831 if (sp == null || (sp != null && !sp.IsChildAgent))
3671 { 3832 {
3672 ScenePresence sp = GetScenePresence(agent.AgentID); 3833 if (CapsModule != null)
3673 3834 {
3674 if (sp != null && !sp.IsChildAgent) 3835 lock (agent)
3836 {
3837 CapsModule.SetAgentCapsSeeds(agent);
3838 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3839 }
3840 }
3841 }
3842
3843 if (sp != null)
3844 {
3845 if (!sp.IsChildAgent)
3675 { 3846 {
3676 // We have a zombie from a crashed session. 3847 // We have a zombie from a crashed session.
3677 // Or the same user is trying to be root twice here, won't work. 3848 // Or the same user is trying to be root twice here, won't work.
@@ -3679,29 +3850,34 @@ namespace OpenSim.Region.Framework.Scenes
3679 m_log.WarnFormat( 3850 m_log.WarnFormat(
3680 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3851 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3681 sp.Name, sp.UUID, RegionInfo.RegionName); 3852 sp.Name, sp.UUID, RegionInfo.RegionName);
3682 3853
3683 sp.ControllingClient.Close(true); 3854 sp.ControllingClient.Close(true, true);
3684 sp = null; 3855 sp = null;
3685 } 3856 }
3857 }
3686 3858
3859 lock (agent)
3860 {
3687 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. 3861 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
3688 // We need the circuit data here for some of the subsequent checks. (groups, for example) 3862 // We need the circuit data here for some of the subsequent checks. (groups, for example)
3689 // If the checks fail, we remove the circuit. 3863 // If the checks fail, we remove the circuit.
3690 agent.teleportFlags = teleportFlags; 3864 agent.teleportFlags = teleportFlags;
3691 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3865 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3692 3866
3693 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3694
3695 // On login test land permisions 3867 // On login test land permisions
3696 if (vialogin) 3868 if (vialogin)
3697 { 3869 {
3698 if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) 3870 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3871 if (cache != null)
3872 cache.Remove(agent.firstname + " " + agent.lastname);
3873 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3699 { 3874 {
3875 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3700 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3876 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3701 return false; 3877 return false;
3702 } 3878 }
3703 } 3879 }
3704 3880
3705 if (sp == null) // We don't have an [child] agent here already 3881 if (sp == null) // We don't have an [child] agent here already
3706 { 3882 {
3707 if (requirePresenceLookup) 3883 if (requirePresenceLookup)
@@ -3723,13 +3899,18 @@ namespace OpenSim.Region.Framework.Scenes
3723 return false; 3899 return false;
3724 } 3900 }
3725 } 3901 }
3726 3902
3727 try 3903 try
3728 { 3904 {
3729 if (!AuthorizeUser(agent, out reason)) 3905 // Always check estate if this is a login. Always
3906 // check if banned regions are to be blacked out.
3907 if (vialogin || (!m_seeIntoBannedRegion))
3730 { 3908 {
3731 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3909 if (!AuthorizeUser(agent, out reason))
3732 return false; 3910 {
3911 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3912 return false;
3913 }
3733 } 3914 }
3734 } 3915 }
3735 catch (Exception e) 3916 catch (Exception e)
@@ -3740,32 +3921,27 @@ namespace OpenSim.Region.Framework.Scenes
3740 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3921 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3741 return false; 3922 return false;
3742 } 3923 }
3743 3924
3744 m_log.InfoFormat( 3925 m_log.InfoFormat(
3745 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3926 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3746 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3927 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3747 agent.AgentID, agent.circuitcode); 3928 agent.AgentID, agent.circuitcode);
3748 3929
3749 if (CapsModule != null)
3750 {
3751 CapsModule.SetAgentCapsSeeds(agent);
3752 CapsModule.CreateCaps(agent.AgentID);
3753 }
3754 } 3930 }
3755 else 3931 else
3756 { 3932 {
3757 // Let the SP know how we got here. This has a lot of interesting 3933 // Let the SP know how we got here. This has a lot of interesting
3758 // uses down the line. 3934 // uses down the line.
3759 sp.TeleportFlags = (TPFlags)teleportFlags; 3935 sp.TeleportFlags = (TPFlags)teleportFlags;
3760 3936
3761 if (sp.IsChildAgent) 3937 if (sp.IsChildAgent)
3762 { 3938 {
3763 m_log.DebugFormat( 3939 m_log.DebugFormat(
3764 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3940 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3765 agent.AgentID, RegionInfo.RegionName); 3941 agent.AgentID, RegionInfo.RegionName);
3766 3942
3767 sp.AdjustKnownSeeds(); 3943 sp.AdjustKnownSeeds();
3768 3944
3769 if (CapsModule != null) 3945 if (CapsModule != null)
3770 CapsModule.SetAgentCapsSeeds(agent); 3946 CapsModule.SetAgentCapsSeeds(agent);
3771 } 3947 }
@@ -3777,6 +3953,11 @@ namespace OpenSim.Region.Framework.Scenes
3777 CacheUserName(null, agent); 3953 CacheUserName(null, agent);
3778 } 3954 }
3779 3955
3956 if (CapsModule != null)
3957 {
3958 CapsModule.ActivateCaps(agent.circuitcode);
3959 }
3960
3780 if (vialogin) 3961 if (vialogin)
3781 { 3962 {
3782// CleanDroppedAttachments(); 3963// CleanDroppedAttachments();
@@ -3868,6 +4049,8 @@ namespace OpenSim.Region.Framework.Scenes
3868 } 4049 }
3869 4050
3870 // Honor parcel landing type and position. 4051 // Honor parcel landing type and position.
4052 /*
4053 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3871 if (land != null) 4054 if (land != null)
3872 { 4055 {
3873 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4056 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3875,6 +4058,7 @@ namespace OpenSim.Region.Framework.Scenes
3875 agent.startpos = land.LandData.UserLocation; 4058 agent.startpos = land.LandData.UserLocation;
3876 } 4059 }
3877 } 4060 }
4061 */// This is now handled properly in ScenePresence.MakeRootAgent
3878 } 4062 }
3879 4063
3880 return true; 4064 return true;
@@ -3972,7 +4156,7 @@ namespace OpenSim.Region.Framework.Scenes
3972 4156
3973 if (!m_strictAccessControl) return true; 4157 if (!m_strictAccessControl) return true;
3974 if (Permissions.IsGod(agent.AgentID)) return true; 4158 if (Permissions.IsGod(agent.AgentID)) return true;
3975 4159
3976 if (AuthorizationService != null) 4160 if (AuthorizationService != null)
3977 { 4161 {
3978 if (!AuthorizationService.IsAuthorizedForRegion( 4162 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3987,7 +4171,7 @@ namespace OpenSim.Region.Framework.Scenes
3987 4171
3988 if (RegionInfo.EstateSettings != null) 4172 if (RegionInfo.EstateSettings != null)
3989 { 4173 {
3990 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4174 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3991 { 4175 {
3992 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4176 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3993 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4177 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4175,6 +4359,15 @@ namespace OpenSim.Region.Framework.Scenes
4175 m_log.DebugFormat( 4359 m_log.DebugFormat(
4176 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4360 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4177 4361
4362 // We have to wait until the viewer contacts this region after receiving EAC.
4363 // That calls AddNewClient, which finally creates the ScenePresence
4364 int flags = GetUserFlags(cAgentData.AgentID);
4365 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4366 {
4367 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4368 return false;
4369 }
4370
4178 // TODO: This check should probably be in QueryAccess(). 4371 // TODO: This check should probably be in QueryAccess().
4179 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4372 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4180 if (nearestParcel == null) 4373 if (nearestParcel == null)
@@ -4239,7 +4432,7 @@ namespace OpenSim.Region.Framework.Scenes
4239 /// <param name='agentID'></param> 4432 /// <param name='agentID'></param>
4240 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4433 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4241 { 4434 {
4242 int ntimes = 10; 4435 int ntimes = 30;
4243 ScenePresence sp = null; 4436 ScenePresence sp = null;
4244 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4437 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4245 Thread.Sleep(1000); 4438 Thread.Sleep(1000);
@@ -4269,6 +4462,16 @@ namespace OpenSim.Region.Framework.Scenes
4269 return false; 4462 return false;
4270 } 4463 }
4271 4464
4465 public bool IncomingCloseAgent(UUID agentID)
4466 {
4467 return IncomingCloseAgent(agentID, false);
4468 }
4469
4470 public bool IncomingCloseChildAgent(UUID agentID)
4471 {
4472 return IncomingCloseAgent(agentID, true);
4473 }
4474
4272 /// <summary> 4475 /// <summary>
4273 /// Tell a single agent to disconnect from the region. 4476 /// Tell a single agent to disconnect from the region.
4274 /// </summary> 4477 /// </summary>
@@ -4284,7 +4487,7 @@ namespace OpenSim.Region.Framework.Scenes
4284 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4487 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4285 if (presence != null) 4488 if (presence != null)
4286 { 4489 {
4287 presence.ControllingClient.Close(force); 4490 presence.ControllingClient.Close(force, force);
4288 return true; 4491 return true;
4289 } 4492 }
4290 4493
@@ -4917,7 +5120,7 @@ namespace OpenSim.Region.Framework.Scenes
4917 { 5120 {
4918 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5121 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4919 { 5122 {
4920 if (grp.RootPart.Expires <= DateTime.Now) 5123 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4921 DeleteSceneObject(grp, false); 5124 DeleteSceneObject(grp, false);
4922 } 5125 }
4923 } 5126 }
@@ -4931,35 +5134,81 @@ namespace OpenSim.Region.Framework.Scenes
4931 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5134 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4932 } 5135 }
4933 5136
4934 public int GetHealth() 5137 public int GetHealth(out int flags, out string message)
4935 { 5138 {
4936 // Returns: 5139 // Returns:
4937 // 1 = sim is up and accepting http requests. The heartbeat has 5140 // 1 = sim is up and accepting http requests. The heartbeat has
4938 // stopped and the sim is probably locked up, but a remote 5141 // stopped and the sim is probably locked up, but a remote
4939 // admin restart may succeed 5142 // admin restart may succeed
4940 // 5143 //
4941 // 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
4942 // 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
4943 // 5149 //
4944 // 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
4945 // which can be seen as positive confirmation of sim health 5154 // which can be seen as positive confirmation of sim health
4946 // 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
4947 int health=1; // Start at 1, means we're up 5170 int health=1; // Start at 1, means we're up
4948 5171
4949 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5172 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4950 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 }
4951 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)
4952 return health; 5203 return health;
4953 5204
4954 // 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
4955 // 5206 //
4956 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5207 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4957 health++; 5208 health++;
4958 else 5209 else
4959 return health; 5210 return health;
4960 5211
4961// CheckHeartbeat();
4962
4963 return health; 5212 return health;
4964 } 5213 }
4965 5214
@@ -5047,7 +5296,7 @@ namespace OpenSim.Region.Framework.Scenes
5047 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5296 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5048 if (wasUsingPhysics) 5297 if (wasUsingPhysics)
5049 { 5298 {
5050 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
5051 } 5300 }
5052 } 5301 }
5053 5302
@@ -5146,14 +5395,14 @@ namespace OpenSim.Region.Framework.Scenes
5146 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;
5147 } 5396 }
5148 5397
5149// private void CheckHeartbeat() 5398 private void CheckHeartbeat()
5150// { 5399 {
5151// if (m_firstHeartbeat) 5400 if (m_firstHeartbeat)
5152// return; 5401 return;
5153// 5402
5154// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5403 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5155// StartTimer(); 5404 Start();
5156// } 5405 }
5157 5406
5158 public override ISceneObject DeserializeObject(string representation) 5407 public override ISceneObject DeserializeObject(string representation)
5159 { 5408 {
@@ -5211,7 +5460,7 @@ namespace OpenSim.Region.Framework.Scenes
5211 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 5460 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
5212 5461
5213 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 5462 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
5214 5463
5215 return nearestRegionEdgePoint; 5464 return nearestRegionEdgePoint;
5216 } 5465 }
5217 5466
@@ -5465,7 +5714,55 @@ namespace OpenSim.Region.Framework.Scenes
5465 mapModule.GenerateMaptile(); 5714 mapModule.GenerateMaptile();
5466 } 5715 }
5467 5716
5468 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5717// public void CleanDroppedAttachments()
5718// {
5719// List<SceneObjectGroup> objectsToDelete =
5720// new List<SceneObjectGroup>();
5721//
5722// lock (m_cleaningAttachments)
5723// {
5724// ForEachSOG(delegate (SceneObjectGroup grp)
5725// {
5726// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5727// {
5728// UUID agentID = grp.OwnerID;
5729// if (agentID == UUID.Zero)
5730// {
5731// objectsToDelete.Add(grp);
5732// return;
5733// }
5734//
5735// ScenePresence sp = GetScenePresence(agentID);
5736// if (sp == null)
5737// {
5738// objectsToDelete.Add(grp);
5739// return;
5740// }
5741// }
5742// });
5743// }
5744//
5745// foreach (SceneObjectGroup grp in objectsToDelete)
5746// {
5747// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5748// DeleteSceneObject(grp, true);
5749// }
5750// }
5751
5752 public void ThreadAlive(int threadCode)
5753 {
5754 switch(threadCode)
5755 {
5756 case 1: // Incoming
5757 m_lastIncoming = Util.EnvironmentTickCount();
5758 break;
5759 case 2: // Incoming
5760 m_lastOutgoing = Util.EnvironmentTickCount();
5761 break;
5762 }
5763 }
5764
5765 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5469 { 5766 {
5470 RegenerateMaptile(); 5767 RegenerateMaptile();
5471 5768
@@ -5627,7 +5924,19 @@ namespace OpenSim.Region.Framework.Scenes
5627 return true; 5924 return true;
5628 } 5925 }
5629 5926
5630 /// <summary> 5927 public void StartTimerWatchdog()
5928 {
5929 m_timerWatchdog.Interval = 1000;
5930 m_timerWatchdog.Elapsed += TimerWatchdog;
5931 m_timerWatchdog.AutoReset = true;
5932 m_timerWatchdog.Start();
5933 }
5934
5935 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5936 {
5937 CheckHeartbeat();
5938 }
5939
5631 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5940 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5632 /// autopilot that moves an avatar to a sit target!. 5941 /// autopilot that moves an avatar to a sit target!.
5633 /// </summary> 5942 /// </summary>
@@ -5706,6 +6015,11 @@ namespace OpenSim.Region.Framework.Scenes
5706 return m_SpawnPoint - 1; 6015 return m_SpawnPoint - 1;
5707 } 6016 }
5708 6017
6018 private void HandleGcCollect(string module, string[] args)
6019 {
6020 GC.Collect();
6021 }
6022
5709 /// <summary> 6023 /// <summary>
5710 /// Wrappers to get physics modules retrieve assets. 6024 /// Wrappers to get physics modules retrieve assets.
5711 /// </summary> 6025 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d2097ea..4eef162 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 8c84c98..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
@@ -206,28 +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 Util.FireAndForget(delegate { SendCloseChildAgent(agentID, handle); }); 224 {
225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
229 }
226 } 230 }
227 231
228 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
229 { 233 {
230 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
231 } 235 }
232 } 236 }
233} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a84f6d3..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1581,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 { 1732 {
1582 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1583 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1584 } 1736 }
1585 } 1737 }
1586 } 1738 }
@@ -1645,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1645 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1646 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1647 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1648 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1649 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1650 1808
@@ -1653,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1811 return;
1654 1812
1655 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1656 try 1815 try
1657 { 1816 {
1817
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1819
1660 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1831 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1832
1673 child.RootPart.SalePrice = 10; 1833 if (child != null)
1674 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1675 } 1839 }
1676 1840
1677 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1700,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1700 } 1864 }
1701 finally 1865 finally
1702 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1703 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1704 } 1878 }
1705 } 1879 }
@@ -1722,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1722 { 1896 {
1723 if (part != null) 1897 if (part != null)
1724 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1725 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1726 { 1905 {
1727 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1736,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1736 1915
1737 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1738 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1739 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1740 } 1921 }
1741 } 1922 }
1742 } 1923 }
1743 1924
1744 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1745 { 1926 {
1746 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1747 // 1928 {
1748 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1749 1930 //
1750 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1751 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1752 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1753 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1754 } 1935 }
1755 1936
1756 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1764,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1764 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1765 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1766 1947
1948 if (numChildren == 1)
1949 break;
1950
1767 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1768 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1769 // 1954 //
1770 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1771 { 1956 if (numChildren > 1)
1772 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1773 //
1774 bool sendEventsToRemainder = true;
1775 if (numChildren > 1)
1776 sendEventsToRemainder = false;
1777 1958
1778 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1779 { 1962 {
1780 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1781 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1782 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1783 1984
1784 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1785 // need to re-link
1786 // 1986 //
1787 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1788 { 1988 {
1789 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1790 // 1990 });
1791 if (newSet.Contains(root))
1792 newSet.Remove(root);
1793
1794 // Preserve link ordering
1795 //
1796 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1797 {
1798 return a.LinkNum.CompareTo(b.LinkNum);
1799 });
1800 1991
1801 // Determine new root 1992 // Determine new root
1802 // 1993 //
1803 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1804 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1805 1996
1806 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1807 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1808 1999
1809 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1810 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1811 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1812 }
1813 } 2003 }
1814 } 2004 }
1815 2005
@@ -1817,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1817 // 2007 //
1818 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1819 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1820 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1821 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1822 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1890,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1890 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1891 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1892 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1893 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1894 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1895 { 2091 {
1896 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1897 2095
1898 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1899 { 2098 {
1900 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1901 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1902 // originalPrimID, offset, AgentID);
1903
1904 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1905 if (original == null)
1906 { 2101 {
1907 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1908 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1909 2104
1910 return null; 2105 if (original.OwnerID != AgentID)
1911 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1912 2109
1913 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1914 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2111
1915 return null; 2112 if (m_parentScene.Permissions.PropagatePermissions())
2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1916 2122
1917 SceneObjectGroup copy = original.Copy(true); 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1918 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2124 Entities.Add(copy);
1919 2125
1920 if (original.OwnerID != AgentID) 2126 lock (SceneObjectGroupsByFullID)
1921 { 2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1922 copy.SetOwnerId(AgentID);
1923 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1924 2128
1925 SceneObjectPart[] partList = copy.Parts; 2129 SceneObjectPart[] children = copy.Parts;
1926 2130
1927 if (m_parentScene.Permissions.PropagatePermissions()) 2131 lock (SceneObjectGroupsByFullPartID)
1928 { 2132 {
1929 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1930 { 2134 foreach (SceneObjectPart part in children)
1931 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1932 child.TriggerScriptChangedEvent(Changed.OWNER);
1933 child.ApplyNextOwnerPermissions();
1934 }
1935 } 2136 }
1936 2137
1937 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1938 copy.RootPart.SalePrice = 10; 2139 {
1939 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1940 2145
1941 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1942 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1943 2148 // We need to clear the selection flag here, else that
1944 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1945 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1946 2151 copy.IsSelected = false;
1947 SceneObjectPart[] children = copy.Parts; 2152
1948 2153 m_numPrim += copy.Parts.Length;
1949 lock (SceneObjectGroupsByFullPartID) 2154
1950 { 2155 if (rot != Quaternion.Identity)
1951 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1952 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1953 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1954 }
1955
1956 lock (SceneObjectGroupsByLocalPartID)
1957 {
1958 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1959 foreach (SceneObjectPart part in children)
1960 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1961 }
1962 // PROBABLE END OF FIXME
1963
1964 // Since we copy from a source group that is in selected
1965 // state, but the copy is shown deselected in the viewer,
1966 // We need to clear the selection flag here, else that
1967 // prim never gets persisted at all. The client doesn't
1968 // think it's selected, so it will never send a deselect...
1969 copy.IsSelected = false;
1970
1971 m_numPrim += copy.Parts.Length;
1972
1973 if (rot != Quaternion.Identity)
1974 {
1975 copy.UpdateGroupRotationR(rot);
1976 }
1977 2159
1978 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1979 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1980 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1981 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1982 2164
1983 // required for physics to update it's position 2165 // required for physics to update it's position
1984 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1985 2167
1986 return copy; 2168 return copy;
2169 }
1987 } 2170 }
1988 finally 2171 else
1989 { 2172 {
1990 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1991 } 2174 }
2175
2176 return null;
1992 } 2177 }
1993 2178
1994 /// <summary>
1995 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1996 /// </summary> 2180 /// </summary>
1997 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 780bd01..c70342f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 103
104 public List<Scene> Scenes 104 public List<Scene> Scenes
105 { 105 {
106 get { return new List<Scene>(m_localScenes); } 106 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 107 }
108 108
109 /// <summary> 109 /// <summary>
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 120 {
121 if (CurrentScene == null) 121 if (CurrentScene == null)
122 { 122 {
123 lock (m_localScenes) 123 List<Scene> sceneList = Scenes;
124 { 124 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 125 return null;
126 return m_localScenes[0]; 126 return sceneList[0];
127 else
128 return null;
129 }
130 } 127 }
131 else 128 else
132 { 129 {
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 135 public SceneManager()
139 { 136 {
140 m_instance = this; 137 m_instance = this;
141 m_localScenes = new List<Scene>(); 138 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 139 }
143 140
144 public void Close() 141 public void Close()
145 { 142 {
143 List<Scene> localScenes = null;
144
146 lock (m_localScenes) 145 lock (m_localScenes)
147 { 146 {
148 for (int i = 0; i < m_localScenes.Count; i++) 147 localScenes = Scenes;
149 { 148 }
150 m_localScenes[i].Close(); 149
151 } 150 for (int i = 0; i < localScenes.Count; i++)
151 {
152 localScenes[i].Close();
152 } 153 }
153 } 154 }
154 155
155 public void Close(Scene cscene) 156 public void Close(Scene cscene)
156 { 157 {
157 lock (m_localScenes) 158 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 159 return;
159 if (m_localScenes.Contains(cscene)) 160 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 161 }
171 162
172 public void Add(Scene scene) 163 public void Add(Scene scene)
173 { 164 {
174 lock (m_localScenes) 165 lock (m_localScenes)
175 m_localScenes.Add(scene); 166 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 167
177 scene.OnRestart += HandleRestart; 168 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 169 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
184 175
185 lock (m_localScenes) 176 lock (m_localScenes)
186 { 177 {
187 for (int i = 0; i < m_localScenes.Count; i++) 178 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 179 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 180 }
197 181
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 182 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 191 private void HandleRegionReadyStatusChange(IScene scene)
208 { 192 {
209 lock (m_localScenes) 193 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 194 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 195 }
212 196
213 public void SendSimOnlineNotification(ulong regionHandle) 197 public void SendSimOnlineNotification(ulong regionHandle)
214 { 198 {
215 RegionInfo Result = null; 199 RegionInfo Result = null;
216 200
217 lock (m_localScenes) 201 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 202 {
223 // Inform other regions to tell their avatar about me 203 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 204 return true;
225 } 205 return false;
226 } 206 });
207
208 if (s != null)
209 {
210 List<Scene> sceneList = Scenes;
227 211
228 if (Result != null) 212 for (int i = 0; i < sceneList.Count; i++)
229 { 213 {
230 for (int i = 0; i < m_localScenes.Count; i++) 214 if (sceneList[i]!= s)
231 { 215 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 216 // Inform other regions to tell their avatar about me
233 { 217 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 218 }
238 } 219 }
239 else 220 }
240 { 221 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 222 {
242 } 223 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 224 }
244 } 225 }
245 226
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 349 }
369 else 350 else
370 { 351 {
371 lock (m_localScenes) 352 Scene s;
353
354 if (m_localScenes.TryGetValue(regionName, out s))
372 { 355 {
373 foreach (Scene scene in m_localScenes) 356 CurrentScene = s;
374 { 357 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 358 }
382 359
383 return false; 360 return false;
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
386 363
387 public bool TrySetCurrentScene(UUID regionID) 364 public bool TrySetCurrentScene(UUID regionID)
388 { 365 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 366// m_log.Debug("Searching for Region: '" + regionID + "'");
390 367
391 lock (m_localScenes) 368 Scene s;
369
370 if (m_localScenes.TryGetValue(regionID, out s))
392 { 371 {
393 foreach (Scene scene in m_localScenes) 372 CurrentScene = s;
394 { 373 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 374 }
402 375
403 return false; 376 return false;
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes
405 378
406 public bool TryGetScene(string regionName, out Scene scene) 379 public bool TryGetScene(string regionName, out Scene scene)
407 { 380 {
408 lock (m_localScenes) 381 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 382 }
423 383
424 public bool TryGetScene(UUID regionID, out Scene scene) 384 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 385 {
426 lock (m_localScenes) 386 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 387 }
441 388
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 389 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 390 {
444 lock (m_localScenes) 391 List<Scene> sceneList = Scenes;
392 foreach (Scene mscene in sceneList)
445 { 393 {
446 foreach (Scene mscene in m_localScenes) 394 if (mscene.RegionInfo.RegionLocX == locX &&
395 mscene.RegionInfo.RegionLocY == locY)
447 { 396 {
448 if (mscene.RegionInfo.RegionLocX == locX && 397 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 398 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 399 }
455 } 400 }
456 401
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes
460 405
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 406 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 407 {
463 lock (m_localScenes) 408 List<Scene> sceneList = Scenes;
409 foreach (Scene mscene in sceneList)
464 { 410 {
465 foreach (Scene mscene in m_localScenes) 411 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
412 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 413 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 414 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 415 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 416 }
474 } 417 }
475 418
@@ -534,15 +477,10 @@ namespace OpenSim.Region.Framework.Scenes
534 477
535 public RegionInfo GetRegionInfo(UUID regionID) 478 public RegionInfo GetRegionInfo(UUID regionID)
536 { 479 {
537 lock (m_localScenes) 480 Scene s;
481 if (m_localScenes.TryGetValue(regionID, out s))
538 { 482 {
539 foreach (Scene scene in m_localScenes) 483 return s.RegionInfo;
540 {
541 if (scene.RegionInfo.RegionID == regionID)
542 {
543 return scene.RegionInfo;
544 }
545 }
546 } 484 }
547 485
548 return null; 486 return null;
@@ -560,14 +498,12 @@ namespace OpenSim.Region.Framework.Scenes
560 498
561 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 499 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
562 { 500 {
563 lock (m_localScenes) 501 List<Scene> sceneList = Scenes;
502 foreach (Scene scene in sceneList)
564 { 503 {
565 foreach (Scene scene in m_localScenes) 504 if (scene.TryGetScenePresence(avatarId, out avatar))
566 { 505 {
567 if (scene.TryGetScenePresence(avatarId, out avatar)) 506 return true;
568 {
569 return true;
570 }
571 } 507 }
572 } 508 }
573 509
@@ -577,15 +513,13 @@ namespace OpenSim.Region.Framework.Scenes
577 513
578 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 514 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
579 { 515 {
580 lock (m_localScenes) 516 List<Scene> sceneList = Scenes;
517 foreach (Scene scene in sceneList)
581 { 518 {
582 foreach (Scene scene in m_localScenes) 519 avatar = scene.GetScenePresence(avatarId);
583 {
584 avatar = scene.GetScenePresence(avatarId);
585 520
586 if (avatar != null && !avatar.IsChildAgent) 521 if (avatar != null && !avatar.IsChildAgent)
587 return true; 522 return true;
588 }
589 } 523 }
590 524
591 avatar = null; 525 avatar = null;
@@ -595,21 +529,19 @@ namespace OpenSim.Region.Framework.Scenes
595 public void CloseScene(Scene scene) 529 public void CloseScene(Scene scene)
596 { 530 {
597 lock (m_localScenes) 531 lock (m_localScenes)
598 m_localScenes.Remove(scene); 532 m_localScenes.Remove(scene.RegionInfo.RegionID);
599 533
600 scene.Close(); 534 scene.Close();
601 } 535 }
602 536
603 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 537 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
604 { 538 {
605 lock (m_localScenes) 539 List<Scene> sceneList = Scenes;
540 foreach (Scene scene in sceneList)
606 { 541 {
607 foreach (Scene scene in m_localScenes) 542 if (scene.TryGetAvatarByName(avatarName, out avatar))
608 { 543 {
609 if (scene.TryGetAvatarByName(avatarName, out avatar)) 544 return true;
610 {
611 return true;
612 }
613 } 545 }
614 } 546 }
615 547
@@ -619,14 +551,12 @@ namespace OpenSim.Region.Framework.Scenes
619 551
620 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 552 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
621 { 553 {
622 lock (m_localScenes) 554 List<Scene> sceneList = Scenes;
555 foreach (Scene scene in sceneList)
623 { 556 {
624 foreach (Scene scene in m_localScenes) 557 sp = scene.GetScenePresence(firstName, lastName);
625 { 558 if (sp != null && !sp.IsChildAgent)
626 sp = scene.GetScenePresence(firstName, lastName); 559 return true;
627 if (sp != null && !sp.IsChildAgent)
628 return true;
629 }
630 } 560 }
631 561
632 sp = null; 562 sp = null;
@@ -635,8 +565,8 @@ namespace OpenSim.Region.Framework.Scenes
635 565
636 public void ForEachScene(Action<Scene> action) 566 public void ForEachScene(Action<Scene> action)
637 { 567 {
638 lock (m_localScenes) 568 List<Scene> sceneList = Scenes;
639 m_localScenes.ForEach(action); 569 sceneList.ForEach(action);
640 } 570 }
641 } 571 }
642} 572}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index dcb62f8..f8624e7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -82,10 +82,6 @@ namespace OpenSim.Region.Framework.Scenes
82 /// <summary> 82 /// <summary>
83 /// Stop and remove the scripts contained in all the prims in this group 83 /// Stop and remove the scripts contained in all the prims in this group
84 /// </summary> 84 /// </summary>
85 /// <param name="sceneObjectBeingDeleted">
86 /// Should be true if these scripts are being removed because the scene
87 /// object is being deleted. This will prevent spurious updates to the client.
88 /// </param>
89 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 85 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
90 { 86 {
91 SceneObjectPart[] parts = m_parts.GetArray(); 87 SceneObjectPart[] parts = m_parts.GetArray();
@@ -248,6 +244,11 @@ namespace OpenSim.Region.Framework.Scenes
248 244
249 public uint GetEffectivePermissions() 245 public uint GetEffectivePermissions()
250 { 246 {
247 return GetEffectivePermissions(false);
248 }
249
250 public uint GetEffectivePermissions(bool useBase)
251 {
251 uint perms=(uint)(PermissionMask.Modify | 252 uint perms=(uint)(PermissionMask.Modify |
252 PermissionMask.Copy | 253 PermissionMask.Copy |
253 PermissionMask.Move | 254 PermissionMask.Move |
@@ -259,7 +260,10 @@ namespace OpenSim.Region.Framework.Scenes
259 for (int i = 0; i < parts.Length; i++) 260 for (int i = 0; i < parts.Length; i++)
260 { 261 {
261 SceneObjectPart part = parts[i]; 262 SceneObjectPart part = parts[i];
262 ownerMask &= part.OwnerMask; 263 if (useBase)
264 ownerMask &= part.BaseMask;
265 else
266 ownerMask &= part.OwnerMask;
263 perms &= part.Inventory.MaskEffectivePermissions(); 267 perms &= part.Inventory.MaskEffectivePermissions();
264 } 268 }
265 269
@@ -401,6 +405,9 @@ namespace OpenSim.Region.Framework.Scenes
401 405
402 public void ResumeScripts() 406 public void ResumeScripts()
403 { 407 {
408 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
409 return;
410
404 SceneObjectPart[] parts = m_parts.GetArray(); 411 SceneObjectPart[] parts = m_parts.GetArray();
405 for (int i = 0; i < parts.Length; i++) 412 for (int i = 0; i < parts.Length; i++)
406 parts[i].Inventory.ResumeScripts(); 413 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index df23cc5..155e450 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;
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask;
44 45
45namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
46{ 47{
48
47 [Flags] 49 [Flags]
48 public enum scriptEvents 50 public enum scriptEvents
49 { 51 {
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes
78 object_rez = 4194304 80 object_rez = 4194304
79 } 81 }
80 82
81 struct scriptPosTarget 83 public struct scriptPosTarget
82 { 84 {
83 public Vector3 targetPos; 85 public Vector3 targetPos;
84 public float tolerance; 86 public float tolerance;
85 public uint handle; 87 public uint handle;
86 } 88 }
87 89
88 struct scriptRotTarget 90 public struct scriptRotTarget
89 { 91 {
90 public Quaternion targetRot; 92 public Quaternion targetRot;
91 public float tolerance; 93 public float tolerance;
@@ -116,8 +118,12 @@ namespace OpenSim.Region.Framework.Scenes
116 /// since the group's last persistent backup 118 /// since the group's last persistent backup
117 /// </summary> 119 /// </summary>
118 private bool m_hasGroupChanged = false; 120 private bool m_hasGroupChanged = false;
119 private long timeFirstChanged; 121 private long timeFirstChanged = 0;
120 private long timeLastChanged; 122 private long timeLastChanged = 0;
123 private long m_maxPersistTime = 0;
124 private long m_minPersistTime = 0;
125// private Random m_rand;
126 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
121 127
122 /// <summary> 128 /// <summary>
123 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 129 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -134,9 +140,44 @@ namespace OpenSim.Region.Framework.Scenes
134 { 140 {
135 if (value) 141 if (value)
136 { 142 {
143
144 if (m_isBackedUp)
145 {
146 m_scene.SceneGraph.FireChangeBackup(this);
147 }
137 timeLastChanged = DateTime.Now.Ticks; 148 timeLastChanged = DateTime.Now.Ticks;
138 if (!m_hasGroupChanged) 149 if (!m_hasGroupChanged)
139 timeFirstChanged = DateTime.Now.Ticks; 150 timeFirstChanged = DateTime.Now.Ticks;
151 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
152 {
153/*
154 if (m_rand == null)
155 {
156 byte[] val = new byte[16];
157 m_rootPart.UUID.ToBytes(val, 0);
158 m_rand = new Random(BitConverter.ToInt32(val, 0));
159 }
160 */
161 if (m_scene.GetRootAgentCount() == 0)
162 {
163 //If the region is empty, this change has been made by an automated process
164 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
165
166// float factor = 1.5f + (float)(m_rand.NextDouble());
167 float factor = 2.0f;
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
170 }
171 else
172 {
173 //If the region is not empty, we want to obey the minimum and maximum persist times
174 //but add a random factor so we stagger the object persistance a little
175// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
176// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
177 m_maxPersistTime = m_scene.m_persistAfter;
178 m_minPersistTime = m_scene.m_dontPersistBefore;
179 }
180 }
140 } 181 }
141 m_hasGroupChanged = value; 182 m_hasGroupChanged = value;
142 183
@@ -151,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
151 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 192 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
152 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 193 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
153 /// </summary> 194 /// </summary>
154 public bool HasGroupChangedDueToDelink { get; private set; } 195 public bool HasGroupChangedDueToDelink { get; set; }
155 196
156 private bool isTimeToPersist() 197 private bool isTimeToPersist()
157 { 198 {
@@ -161,8 +202,19 @@ namespace OpenSim.Region.Framework.Scenes
161 return false; 202 return false;
162 if (m_scene.ShuttingDown) 203 if (m_scene.ShuttingDown)
163 return true; 204 return true;
205
206 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
207 {
208 m_maxPersistTime = m_scene.m_persistAfter;
209 m_minPersistTime = m_scene.m_dontPersistBefore;
210 }
211
164 long currentTime = DateTime.Now.Ticks; 212 long currentTime = DateTime.Now.Ticks;
165 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 213
214 if (timeLastChanged == 0) timeLastChanged = currentTime;
215 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
216
217 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
166 return true; 218 return true;
167 return false; 219 return false;
168 } 220 }
@@ -265,26 +317,38 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return RootPart.VolumeDetectActive; } 317 get { return RootPart.VolumeDetectActive; }
266 } 318 }
267 319
268 private Vector3 lastPhysGroupPos;
269 private Quaternion lastPhysGroupRot;
270
271 private bool m_isBackedUp; 320 private bool m_isBackedUp;
272 321
322 public bool IsBackedUp
323 {
324 get { return m_isBackedUp; }
325 }
326
273 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 327 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
274 328
275 protected ulong m_regionHandle; 329 protected ulong m_regionHandle;
276 protected SceneObjectPart m_rootPart; 330 protected SceneObjectPart m_rootPart;
277 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 331 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
278 332
279 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 333 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
280 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 334 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
335
336 public SortedDictionary<uint, scriptPosTarget> AtTargets
337 {
338 get { return m_targets; }
339 }
340
341 public SortedDictionary<uint, scriptRotTarget> RotTargets
342 {
343 get { return m_rotTargets; }
344 }
281 345
282 private bool m_scriptListens_atTarget; 346 private bool m_scriptListens_atTarget;
283 private bool m_scriptListens_notAtTarget; 347 private bool m_scriptListens_notAtTarget;
284
285 private bool m_scriptListens_atRotTarget; 348 private bool m_scriptListens_atRotTarget;
286 private bool m_scriptListens_notAtRotTarget; 349 private bool m_scriptListens_notAtRotTarget;
287 350
351 public bool m_dupeInProgress = false;
288 internal Dictionary<UUID, string> m_savedScriptState; 352 internal Dictionary<UUID, string> m_savedScriptState;
289 353
290 #region Properties 354 #region Properties
@@ -321,6 +385,16 @@ namespace OpenSim.Region.Framework.Scenes
321 get { return m_parts.Count; } 385 get { return m_parts.Count; }
322 } 386 }
323 387
388// protected Quaternion m_rotation = Quaternion.Identity;
389//
390// public virtual Quaternion Rotation
391// {
392// get { return m_rotation; }
393// set {
394// m_rotation = value;
395// }
396// }
397
324 public Quaternion GroupRotation 398 public Quaternion GroupRotation
325 { 399 {
326 get { return m_rootPart.RotationOffset; } 400 get { return m_rootPart.RotationOffset; }
@@ -427,7 +501,15 @@ namespace OpenSim.Region.Framework.Scenes
427 { 501 {
428 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 502 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
429 } 503 }
430 504
505
506
507 private struct avtocrossInfo
508 {
509 public ScenePresence av;
510 public uint ParentID;
511 }
512
431 /// <summary> 513 /// <summary>
432 /// The absolute position of this scene object in the scene 514 /// The absolute position of this scene object in the scene
433 /// </summary> 515 /// </summary>
@@ -455,10 +537,129 @@ namespace OpenSim.Region.Framework.Scenes
455 || Scene.TestBorderCross(val, Cardinals.S)) 537 || Scene.TestBorderCross(val, Cardinals.S))
456 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 538 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
457 { 539 {
458 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 540 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
541 uint x = 0;
542 uint y = 0;
543 string version = String.Empty;
544 Vector3 newpos = Vector3.Zero;
545 OpenSim.Services.Interfaces.GridRegion destination = null;
546
547 if (m_rootPart.KeyframeMotion != null)
548 m_rootPart.KeyframeMotion.StartCrossingCheck();
549
550 bool canCross = true;
551 foreach (ScenePresence av in m_linkedAvatars)
552 {
553 // We need to cross these agents. First, let's find
554 // out if any of them can't cross for some reason.
555 // We have to deny the crossing entirely if any
556 // of them are banned. Alternatively, we could
557 // unsit banned agents....
558
559
560 // We set the avatar position as being the object
561 // position to get the region to send to
562 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
563 {
564 canCross = false;
565 break;
566 }
567
568 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
569 }
570
571 if (canCross)
572 {
573 // We unparent the SP quietly so that it won't
574 // be made to stand up
575
576 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
577
578 foreach (ScenePresence av in m_linkedAvatars)
579 {
580 avtocrossInfo avinfo = new avtocrossInfo();
581 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
582 if (parentPart != null)
583 av.ParentUUID = parentPart.UUID;
584
585 avinfo.av = av;
586 avinfo.ParentID = av.ParentID;
587 avsToCross.Add(avinfo);
588
589 av.ParentID = 0;
590 }
591
592 // m_linkedAvatars.Clear();
593 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
594
595 // Normalize
596 if (val.X >= Constants.RegionSize)
597 val.X -= Constants.RegionSize;
598 if (val.Y >= Constants.RegionSize)
599 val.Y -= Constants.RegionSize;
600 if (val.X < 0)
601 val.X += Constants.RegionSize;
602 if (val.Y < 0)
603 val.Y += Constants.RegionSize;
604
605 // If it's deleted, crossing was successful
606 if (IsDeleted)
607 {
608 // foreach (ScenePresence av in m_linkedAvatars)
609 foreach (avtocrossInfo avinfo in avsToCross)
610 {
611 ScenePresence av = avinfo.av;
612 if (!av.IsInTransit) // just in case...
613 {
614 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
615
616 av.IsInTransit = true;
617
618 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
619 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
620 }
621 else
622 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
623 }
624 avsToCross.Clear();
625 return;
626 }
627 else // cross failed, put avas back ??
628 {
629 foreach (avtocrossInfo avinfo in avsToCross)
630 {
631 ScenePresence av = avinfo.av;
632 av.ParentUUID = UUID.Zero;
633 av.ParentID = avinfo.ParentID;
634// m_linkedAvatars.Add(av);
635 }
636 }
637 avsToCross.Clear();
638
639 }
640 else
641 {
642 if (m_rootPart.KeyframeMotion != null)
643 m_rootPart.KeyframeMotion.CrossingFailure();
644
645 if (RootPart.PhysActor != null)
646 {
647 RootPart.PhysActor.CrossingFailure();
648 }
649 }
650 Vector3 oldp = AbsolutePosition;
651 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
652 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
653 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
459 } 654 }
460 } 655 }
461 656
657/* don't see the need but worse don't see where is restored to false if things stay in
658 foreach (SceneObjectPart part in m_parts.GetArray())
659 {
660 part.IgnoreUndoUpdate = true;
661 }
662 */
462 if (RootPart.GetStatusSandbox()) 663 if (RootPart.GetStatusSandbox())
463 { 664 {
464 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 665 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -476,9 +677,38 @@ namespace OpenSim.Region.Framework.Scenes
476 // Restuff the new GroupPosition into each SOP of the linkset. 677 // Restuff the new GroupPosition into each SOP of the linkset.
477 // This has the affect of resetting and tainting the physics actors. 678 // This has the affect of resetting and tainting the physics actors.
478 SceneObjectPart[] parts = m_parts.GetArray(); 679 SceneObjectPart[] parts = m_parts.GetArray();
479 for (int i = 0; i < parts.Length; i++) 680 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
480 parts[i].GroupPosition = val; 681 if (m_dupeInProgress)
682 triggerScriptEvent = false;
683 foreach (SceneObjectPart part in parts)
684 {
685 part.GroupPosition = val;
686 if (triggerScriptEvent)
687 part.TriggerScriptChangedEvent(Changed.POSITION);
688 }
481 689
690/*
691 This seems not needed and should not be needed:
692 sp absolute position depends on sit part absolute position fixed above.
693 sp ParentPosition is not used anywhere.
694 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
695 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
696
697 if (!m_dupeInProgress)
698 {
699 foreach (ScenePresence av in m_linkedAvatars)
700 {
701 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
702 if (p != null && m_parts.TryGetValue(p.UUID, out p))
703 {
704 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
705 av.AbsolutePosition += offset;
706// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
707 av.SendAvatarDataToAllAgents();
708 }
709 }
710 }
711*/
482 //if (m_rootPart.PhysActor != null) 712 //if (m_rootPart.PhysActor != null)
483 //{ 713 //{
484 //m_rootPart.PhysActor.Position = 714 //m_rootPart.PhysActor.Position =
@@ -492,6 +722,40 @@ namespace OpenSim.Region.Framework.Scenes
492 } 722 }
493 } 723 }
494 724
725 public override Vector3 Velocity
726 {
727 get { return RootPart.Velocity; }
728 set { RootPart.Velocity = value; }
729 }
730
731 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
732 {
733 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
734 ScenePresence agent = icon.EndInvoke(iar);
735
736 //// If the cross was successful, this agent is a child agent
737 if (agent.IsChildAgent)
738 {
739 if (agent.ParentUUID != UUID.Zero)
740 {
741 agent.ParentPart = null;
742// agent.ParentPosition = Vector3.Zero;
743// agent.ParentUUID = UUID.Zero;
744 }
745 }
746
747 agent.ParentUUID = UUID.Zero;
748
749// agent.Reset();
750// else // Not successful
751// agent.RestoreInCurrentScene();
752
753 // In any case
754 agent.IsInTransit = false;
755
756 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
757 }
758
495 public override uint LocalId 759 public override uint LocalId
496 { 760 {
497 get { return m_rootPart.LocalId; } 761 get { return m_rootPart.LocalId; }
@@ -562,6 +826,11 @@ namespace OpenSim.Region.Framework.Scenes
562 m_isSelected = value; 826 m_isSelected = value;
563 // Tell physics engine that group is selected 827 // Tell physics engine that group is selected
564 828
829 // this is not right
830 // but ode engines should only really need to know about root part
831 // so they can put entire object simulation on hold and not colliding
832 // keep as was for now
833
565 PhysicsActor pa = m_rootPart.PhysActor; 834 PhysicsActor pa = m_rootPart.PhysActor;
566 if (pa != null) 835 if (pa != null)
567 { 836 {
@@ -578,6 +847,42 @@ namespace OpenSim.Region.Framework.Scenes
578 childPa.Selected = value; 847 childPa.Selected = value;
579 } 848 }
580 } 849 }
850 if (RootPart.KeyframeMotion != null)
851 RootPart.KeyframeMotion.Selected = value;
852 }
853 }
854
855 public void PartSelectChanged(bool partSelect)
856 {
857 // any part selected makes group selected
858 if (m_isSelected == partSelect)
859 return;
860
861 if (partSelect)
862 {
863 IsSelected = partSelect;
864// if (!IsAttachment)
865// ScheduleGroupForFullUpdate();
866 }
867 else
868 {
869 // bad bad bad 2 heavy for large linksets
870 // since viewer does send lot of (un)selects
871 // this needs to be replaced by a specific list or count ?
872 // but that will require extra code in several places
873
874 SceneObjectPart[] parts = m_parts.GetArray();
875 for (int i = 0; i < parts.Length; i++)
876 {
877 SceneObjectPart part = parts[i];
878 if (part.IsSelected)
879 return;
880 }
881 IsSelected = partSelect;
882 if (!IsAttachment)
883 {
884 ScheduleGroupForFullUpdate();
885 }
581 } 886 }
582 } 887 }
583 888
@@ -675,6 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
675 /// </summary> 980 /// </summary>
676 public SceneObjectGroup() 981 public SceneObjectGroup()
677 { 982 {
983
678 } 984 }
679 985
680 /// <summary> 986 /// <summary>
@@ -692,8 +998,8 @@ namespace OpenSim.Region.Framework.Scenes
692 /// Constructor. This object is added to the scene later via AttachToScene() 998 /// Constructor. This object is added to the scene later via AttachToScene()
693 /// </summary> 999 /// </summary>
694 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 1000 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
695 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1001 {
696 { 1002 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
697 } 1003 }
698 1004
699 /// <summary> 1005 /// <summary>
@@ -728,6 +1034,9 @@ namespace OpenSim.Region.Framework.Scenes
728 /// </summary> 1034 /// </summary>
729 public virtual void AttachToBackup() 1035 public virtual void AttachToBackup()
730 { 1036 {
1037 if (IsAttachment) return;
1038 m_scene.SceneGraph.FireAttachToBackup(this);
1039
731 if (InSceneBackup) 1040 if (InSceneBackup)
732 { 1041 {
733 //m_log.DebugFormat( 1042 //m_log.DebugFormat(
@@ -770,6 +1079,13 @@ namespace OpenSim.Region.Framework.Scenes
770 1079
771 ApplyPhysics(); 1080 ApplyPhysics();
772 1081
1082 if (RootPart.PhysActor != null)
1083 RootPart.Force = RootPart.Force;
1084 if (RootPart.PhysActor != null)
1085 RootPart.Torque = RootPart.Torque;
1086 if (RootPart.PhysActor != null)
1087 RootPart.Buoyancy = RootPart.Buoyancy;
1088
773 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1089 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
774 // for the same object with very different properties. The caller must schedule the update. 1090 // for the same object with very different properties. The caller must schedule the update.
775 //ScheduleGroupForFullUpdate(); 1091 //ScheduleGroupForFullUpdate();
@@ -785,6 +1101,10 @@ namespace OpenSim.Region.Framework.Scenes
785 EntityIntersection result = new EntityIntersection(); 1101 EntityIntersection result = new EntityIntersection();
786 1102
787 SceneObjectPart[] parts = m_parts.GetArray(); 1103 SceneObjectPart[] parts = m_parts.GetArray();
1104
1105 // Find closest hit here
1106 float idist = float.MaxValue;
1107
788 for (int i = 0; i < parts.Length; i++) 1108 for (int i = 0; i < parts.Length; i++)
789 { 1109 {
790 SceneObjectPart part = parts[i]; 1110 SceneObjectPart part = parts[i];
@@ -799,11 +1119,6 @@ namespace OpenSim.Region.Framework.Scenes
799 1119
800 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1120 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
801 1121
802 // This may need to be updated to the maximum draw distance possible..
803 // We might (and probably will) be checking for prim creation from other sims
804 // when the camera crosses the border.
805 float idist = Constants.RegionSize;
806
807 if (inter.HitTF) 1122 if (inter.HitTF)
808 { 1123 {
809 // We need to find the closest prim to return to the testcaller along the ray 1124 // We need to find the closest prim to return to the testcaller along the ray
@@ -814,10 +1129,11 @@ namespace OpenSim.Region.Framework.Scenes
814 result.obj = part; 1129 result.obj = part;
815 result.normal = inter.normal; 1130 result.normal = inter.normal;
816 result.distance = inter.distance; 1131 result.distance = inter.distance;
1132
1133 idist = inter.distance;
817 } 1134 }
818 } 1135 }
819 } 1136 }
820
821 return result; 1137 return result;
822 } 1138 }
823 1139
@@ -829,25 +1145,27 @@ namespace OpenSim.Region.Framework.Scenes
829 /// <returns></returns> 1145 /// <returns></returns>
830 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1146 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
831 { 1147 {
832 maxX = -256f; 1148 maxX = float.MinValue;
833 maxY = -256f; 1149 maxY = float.MinValue;
834 maxZ = -256f; 1150 maxZ = float.MinValue;
835 minX = 256f; 1151 minX = float.MaxValue;
836 minY = 256f; 1152 minY = float.MaxValue;
837 minZ = 8192f; 1153 minZ = float.MaxValue;
838 1154
839 SceneObjectPart[] parts = m_parts.GetArray(); 1155 SceneObjectPart[] parts = m_parts.GetArray();
840 for (int i = 0; i < parts.Length; i++) 1156 foreach (SceneObjectPart part in parts)
841 { 1157 {
842 SceneObjectPart part = parts[i];
843
844 Vector3 worldPos = part.GetWorldPosition(); 1158 Vector3 worldPos = part.GetWorldPosition();
845 Vector3 offset = worldPos - AbsolutePosition; 1159 Vector3 offset = worldPos - AbsolutePosition;
846 Quaternion worldRot; 1160 Quaternion worldRot;
847 if (part.ParentID == 0) 1161 if (part.ParentID == 0)
1162 {
848 worldRot = part.RotationOffset; 1163 worldRot = part.RotationOffset;
1164 }
849 else 1165 else
1166 {
850 worldRot = part.GetWorldRotation(); 1167 worldRot = part.GetWorldRotation();
1168 }
851 1169
852 Vector3 frontTopLeft; 1170 Vector3 frontTopLeft;
853 Vector3 frontTopRight; 1171 Vector3 frontTopRight;
@@ -859,6 +1177,8 @@ namespace OpenSim.Region.Framework.Scenes
859 Vector3 backBottomLeft; 1177 Vector3 backBottomLeft;
860 Vector3 backBottomRight; 1178 Vector3 backBottomRight;
861 1179
1180 // Vector3[] corners = new Vector3[8];
1181
862 Vector3 orig = Vector3.Zero; 1182 Vector3 orig = Vector3.Zero;
863 1183
864 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1184 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -893,6 +1213,38 @@ namespace OpenSim.Region.Framework.Scenes
893 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1213 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
894 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1214 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
895 1215
1216
1217
1218 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1219 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1220 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1221 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1222 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1223 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1224 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1225 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1226
1227 //for (int i = 0; i < 8; i++)
1228 //{
1229 // corners[i] = corners[i] * worldRot;
1230 // corners[i] += offset;
1231
1232 // if (corners[i].X > maxX)
1233 // maxX = corners[i].X;
1234 // if (corners[i].X < minX)
1235 // minX = corners[i].X;
1236
1237 // if (corners[i].Y > maxY)
1238 // maxY = corners[i].Y;
1239 // if (corners[i].Y < minY)
1240 // minY = corners[i].Y;
1241
1242 // if (corners[i].Z > maxZ)
1243 // maxZ = corners[i].Y;
1244 // if (corners[i].Z < minZ)
1245 // minZ = corners[i].Z;
1246 //}
1247
896 frontTopLeft = frontTopLeft * worldRot; 1248 frontTopLeft = frontTopLeft * worldRot;
897 frontTopRight = frontTopRight * worldRot; 1249 frontTopRight = frontTopRight * worldRot;
898 frontBottomLeft = frontBottomLeft * worldRot; 1250 frontBottomLeft = frontBottomLeft * worldRot;
@@ -914,6 +1266,15 @@ namespace OpenSim.Region.Framework.Scenes
914 backTopLeft += offset; 1266 backTopLeft += offset;
915 backTopRight += offset; 1267 backTopRight += offset;
916 1268
1269 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1270 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1271 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1272 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1273 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1274 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1275 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1276 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1277
917 if (frontTopRight.X > maxX) 1278 if (frontTopRight.X > maxX)
918 maxX = frontTopRight.X; 1279 maxX = frontTopRight.X;
919 if (frontTopLeft.X > maxX) 1280 if (frontTopLeft.X > maxX)
@@ -1057,17 +1418,118 @@ namespace OpenSim.Region.Framework.Scenes
1057 1418
1058 #endregion 1419 #endregion
1059 1420
1421 public void GetResourcesCosts(SceneObjectPart apart,
1422 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1423 {
1424 // this information may need to be cached
1425
1426 float cost;
1427 float tmpcost;
1428
1429 bool ComplexCost = false;
1430
1431 SceneObjectPart p;
1432 SceneObjectPart[] parts;
1433
1434 lock (m_parts)
1435 {
1436 parts = m_parts.GetArray();
1437 }
1438
1439 int nparts = parts.Length;
1440
1441
1442 for (int i = 0; i < nparts; i++)
1443 {
1444 p = parts[i];
1445
1446 if (p.UsesComplexCost)
1447 {
1448 ComplexCost = true;
1449 break;
1450 }
1451 }
1452
1453 if (ComplexCost)
1454 {
1455 linksetResCost = 0;
1456 linksetPhysCost = 0;
1457 partCost = 0;
1458 partPhysCost = 0;
1459
1460 for (int i = 0; i < nparts; i++)
1461 {
1462 p = parts[i];
1463
1464 cost = p.StreamingCost;
1465 tmpcost = p.SimulationCost;
1466 if (tmpcost > cost)
1467 cost = tmpcost;
1468 tmpcost = p.PhysicsCost;
1469 if (tmpcost > cost)
1470 cost = tmpcost;
1471
1472 linksetPhysCost += tmpcost;
1473 linksetResCost += cost;
1474
1475 if (p == apart)
1476 {
1477 partCost = cost;
1478 partPhysCost = tmpcost;
1479 }
1480 }
1481 }
1482 else
1483 {
1484 partPhysCost = 1.0f;
1485 partCost = 1.0f;
1486 linksetResCost = (float)nparts;
1487 linksetPhysCost = linksetResCost;
1488 }
1489 }
1490
1491 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1492 {
1493 SceneObjectPart p;
1494 SceneObjectPart[] parts;
1495
1496 lock (m_parts)
1497 {
1498 parts = m_parts.GetArray();
1499 }
1500
1501 int nparts = parts.Length;
1502
1503 PhysCost = 0;
1504 StreamCost = 0;
1505 SimulCost = 0;
1506
1507 for (int i = 0; i < nparts; i++)
1508 {
1509 p = parts[i];
1510
1511 StreamCost += p.StreamingCost;
1512 SimulCost += p.SimulationCost;
1513 PhysCost += p.PhysicsCost;
1514 }
1515 }
1516
1060 public void SaveScriptedState(XmlTextWriter writer) 1517 public void SaveScriptedState(XmlTextWriter writer)
1061 { 1518 {
1519 SaveScriptedState(writer, false);
1520 }
1521
1522 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1523 {
1062 XmlDocument doc = new XmlDocument(); 1524 XmlDocument doc = new XmlDocument();
1063 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1525 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1064 1526
1065 SceneObjectPart[] parts = m_parts.GetArray(); 1527 SceneObjectPart[] parts = m_parts.GetArray();
1066 for (int i = 0; i < parts.Length; i++) 1528 for (int i = 0; i < parts.Length; i++)
1067 { 1529 {
1068 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1530 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1069 foreach (KeyValuePair<UUID, string> kvp in pstates) 1531 foreach (KeyValuePair<UUID, string> kvp in pstates)
1070 states.Add(kvp.Key, kvp.Value); 1532 states[kvp.Key] = kvp.Value;
1071 } 1533 }
1072 1534
1073 if (states.Count > 0) 1535 if (states.Count > 0)
@@ -1087,6 +1549,169 @@ namespace OpenSim.Region.Framework.Scenes
1087 } 1549 }
1088 1550
1089 /// <summary> 1551 /// <summary>
1552 /// Add the avatar to this linkset (avatar is sat).
1553 /// </summary>
1554 /// <param name="agentID"></param>
1555 public void AddAvatar(UUID agentID)
1556 {
1557 ScenePresence presence;
1558 if (m_scene.TryGetScenePresence(agentID, out presence))
1559 {
1560 if (!m_linkedAvatars.Contains(presence))
1561 {
1562 m_linkedAvatars.Add(presence);
1563 }
1564 }
1565 }
1566
1567 /// <summary>
1568 /// Delete the avatar from this linkset (avatar is unsat).
1569 /// </summary>
1570 /// <param name="agentID"></param>
1571 public void DeleteAvatar(UUID agentID)
1572 {
1573 ScenePresence presence;
1574 if (m_scene.TryGetScenePresence(agentID, out presence))
1575 {
1576 if (m_linkedAvatars.Contains(presence))
1577 {
1578 m_linkedAvatars.Remove(presence);
1579 }
1580 }
1581 }
1582
1583 /// <summary>
1584 /// Returns the list of linked presences (avatars sat on this group)
1585 /// </summary>
1586 /// <param name="agentID"></param>
1587 public List<ScenePresence> GetLinkedAvatars()
1588 {
1589 return m_linkedAvatars;
1590 }
1591
1592 /// <summary>
1593 /// Attach this scene object to the given avatar.
1594 /// </summary>
1595 /// <param name="agentID"></param>
1596 /// <param name="attachmentpoint"></param>
1597 /// <param name="AttachOffset"></param>
1598 private void AttachToAgent(
1599 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1600 {
1601 if (avatar != null)
1602 {
1603 // don't attach attachments to child agents
1604 if (avatar.IsChildAgent) return;
1605
1606 // Remove from database and parcel prim count
1607 m_scene.DeleteFromStorage(so.UUID);
1608 m_scene.EventManager.TriggerParcelPrimCountTainted();
1609
1610 so.AttachedAvatar = avatar.UUID;
1611
1612 if (so.RootPart.PhysActor != null)
1613 {
1614 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1615 so.RootPart.PhysActor = null;
1616 }
1617
1618 so.AbsolutePosition = attachOffset;
1619 so.RootPart.AttachedPos = attachOffset;
1620 so.IsAttachment = true;
1621 so.RootPart.SetParentLocalId(avatar.LocalId);
1622 so.AttachmentPoint = attachmentpoint;
1623
1624 avatar.AddAttachment(this);
1625
1626 if (!silent)
1627 {
1628 // Killing it here will cause the client to deselect it
1629 // It then reappears on the avatar, deselected
1630 // through the full update below
1631 //
1632 if (IsSelected)
1633 {
1634 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1635 }
1636
1637 IsSelected = false; // fudge....
1638 ScheduleGroupForFullUpdate();
1639 }
1640 }
1641 else
1642 {
1643 m_log.WarnFormat(
1644 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1645 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1646 }
1647 }
1648
1649 public byte GetAttachmentPoint()
1650 {
1651 return m_rootPart.Shape.State;
1652 }
1653
1654 public void DetachToGround()
1655 {
1656 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1657 if (avatar == null)
1658 return;
1659
1660 avatar.RemoveAttachment(this);
1661
1662 Vector3 detachedpos = new Vector3(127f,127f,127f);
1663 if (avatar == null)
1664 return;
1665
1666 detachedpos = avatar.AbsolutePosition;
1667 FromItemID = UUID.Zero;
1668
1669 AbsolutePosition = detachedpos;
1670 AttachedAvatar = UUID.Zero;
1671
1672 //SceneObjectPart[] parts = m_parts.GetArray();
1673 //for (int i = 0; i < parts.Length; i++)
1674 // parts[i].AttachedAvatar = UUID.Zero;
1675
1676 m_rootPart.SetParentLocalId(0);
1677 AttachmentPoint = (byte)0;
1678 // must check if buildind should be true or false here
1679 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1680 HasGroupChanged = true;
1681 RootPart.Rezzed = DateTime.Now;
1682 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1683 AttachToBackup();
1684 m_scene.EventManager.TriggerParcelPrimCountTainted();
1685 m_rootPart.ScheduleFullUpdate();
1686 m_rootPart.ClearUndoState();
1687 }
1688
1689 public void DetachToInventoryPrep()
1690 {
1691 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1692 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1693 if (avatar != null)
1694 {
1695 //detachedpos = avatar.AbsolutePosition;
1696 avatar.RemoveAttachment(this);
1697 }
1698
1699 AttachedAvatar = UUID.Zero;
1700
1701 /*SceneObjectPart[] parts = m_parts.GetArray();
1702 for (int i = 0; i < parts.Length; i++)
1703 parts[i].AttachedAvatar = UUID.Zero;*/
1704
1705 m_rootPart.SetParentLocalId(0);
1706 //m_rootPart.SetAttachmentPoint((byte)0);
1707 IsAttachment = false;
1708 AbsolutePosition = m_rootPart.AttachedPos;
1709 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1710 //AttachToBackup();
1711 //m_rootPart.ScheduleFullUpdate();
1712 }
1713
1714 /// <summary>
1090 /// 1715 ///
1091 /// </summary> 1716 /// </summary>
1092 /// <param name="part"></param> 1717 /// <param name="part"></param>
@@ -1126,7 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
1126 public void AddPart(SceneObjectPart part) 1751 public void AddPart(SceneObjectPart part)
1127 { 1752 {
1128 part.SetParent(this); 1753 part.SetParent(this);
1129 part.LinkNum = m_parts.Add(part.UUID, part); 1754 m_parts.Add(part.UUID, part);
1755
1756 part.LinkNum = m_parts.Count;
1757
1130 if (part.LinkNum == 2) 1758 if (part.LinkNum == 2)
1131 RootPart.LinkNum = 1; 1759 RootPart.LinkNum = 1;
1132 } 1760 }
@@ -1152,6 +1780,14 @@ namespace OpenSim.Region.Framework.Scenes
1152 parts[i].UUID = UUID.Random(); 1780 parts[i].UUID = UUID.Random();
1153 } 1781 }
1154 1782
1783 // helper provided for parts.
1784 public int GetSceneMaxUndo()
1785 {
1786 if (m_scene != null)
1787 return m_scene.MaxUndoCount;
1788 return 5;
1789 }
1790
1155 // justincc: I don't believe this hack is needed any longer, especially since the physics 1791 // justincc: I don't believe this hack is needed any longer, especially since the physics
1156 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1792 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1157 // this method was preventing proper reload of scene objects. 1793 // this method was preventing proper reload of scene objects.
@@ -1209,7 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
1209// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1845// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1210// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1846// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1211 1847
1212 part.StoreUndoState(); 1848// part.StoreUndoState();
1213 part.OnGrab(offsetPos, remoteClient); 1849 part.OnGrab(offsetPos, remoteClient);
1214 } 1850 }
1215 1851
@@ -1229,6 +1865,11 @@ namespace OpenSim.Region.Framework.Scenes
1229 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1865 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1230 public void DeleteGroupFromScene(bool silent) 1866 public void DeleteGroupFromScene(bool silent)
1231 { 1867 {
1868 // We need to keep track of this state in case this group is still queued for backup.
1869 IsDeleted = true;
1870
1871 DetachFromBackup();
1872
1232 SceneObjectPart[] parts = m_parts.GetArray(); 1873 SceneObjectPart[] parts = m_parts.GetArray();
1233 for (int i = 0; i < parts.Length; i++) 1874 for (int i = 0; i < parts.Length; i++)
1234 { 1875 {
@@ -1252,6 +1893,7 @@ namespace OpenSim.Region.Framework.Scenes
1252 } 1893 }
1253 }); 1894 });
1254 } 1895 }
1896
1255 } 1897 }
1256 1898
1257 public void AddScriptLPS(int count) 1899 public void AddScriptLPS(int count)
@@ -1321,28 +1963,43 @@ namespace OpenSim.Region.Framework.Scenes
1321 /// </summary> 1963 /// </summary>
1322 public void ApplyPhysics() 1964 public void ApplyPhysics()
1323 { 1965 {
1324 // Apply physics to the root prim
1325 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1326
1327 // Apply physics to child prims
1328 SceneObjectPart[] parts = m_parts.GetArray(); 1966 SceneObjectPart[] parts = m_parts.GetArray();
1329 if (parts.Length > 1) 1967 if (parts.Length > 1)
1330 { 1968 {
1969 ResetChildPrimPhysicsPositions();
1970
1971 // Apply physics to the root prim
1972 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1973
1974
1331 for (int i = 0; i < parts.Length; i++) 1975 for (int i = 0; i < parts.Length; i++)
1332 { 1976 {
1333 SceneObjectPart part = parts[i]; 1977 SceneObjectPart part = parts[i];
1334 if (part.LocalId != m_rootPart.LocalId) 1978 if (part.LocalId != m_rootPart.LocalId)
1335 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1979 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1336 } 1980 }
1337
1338 // Hack to get the physics scene geometries in the right spot 1981 // Hack to get the physics scene geometries in the right spot
1339 ResetChildPrimPhysicsPositions(); 1982// ResetChildPrimPhysicsPositions();
1983 if (m_rootPart.PhysActor != null)
1984 {
1985 m_rootPart.PhysActor.Building = false;
1986 }
1987 }
1988 else
1989 {
1990 // Apply physics to the root prim
1991 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1340 } 1992 }
1341 } 1993 }
1342 1994
1343 public void SetOwnerId(UUID userId) 1995 public void SetOwnerId(UUID userId)
1344 { 1996 {
1345 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1997 ForEachPart(delegate(SceneObjectPart part)
1998 {
1999
2000 part.OwnerID = userId;
2001
2002 });
1346 } 2003 }
1347 2004
1348 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2005 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1374,11 +2031,17 @@ namespace OpenSim.Region.Framework.Scenes
1374 return; 2031 return;
1375 } 2032 }
1376 2033
2034 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2035 return;
2036
1377 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2037 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1378 // any exception propogate upwards. 2038 // any exception propogate upwards.
1379 try 2039 try
1380 { 2040 {
1381 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2041 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2042 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2043 m_scene.LoadingPrims) // Land may not be valid yet
2044
1382 { 2045 {
1383 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2046 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1384 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2047 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1405,6 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 2068 }
1406 } 2069 }
1407 } 2070 }
2071
1408 } 2072 }
1409 2073
1410 if (m_scene.UseBackup && HasGroupChanged) 2074 if (m_scene.UseBackup && HasGroupChanged)
@@ -1412,10 +2076,30 @@ namespace OpenSim.Region.Framework.Scenes
1412 // don't backup while it's selected or you're asking for changes mid stream. 2076 // don't backup while it's selected or you're asking for changes mid stream.
1413 if (isTimeToPersist() || forcedBackup) 2077 if (isTimeToPersist() || forcedBackup)
1414 { 2078 {
2079 if (m_rootPart.PhysActor != null &&
2080 (!m_rootPart.PhysActor.IsPhysical))
2081 {
2082 // Possible ghost prim
2083 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2084 {
2085 foreach (SceneObjectPart part in m_parts.GetArray())
2086 {
2087 // Re-set physics actor positions and
2088 // orientations
2089 part.GroupPosition = m_rootPart.GroupPosition;
2090 }
2091 }
2092 }
1415// m_log.DebugFormat( 2093// m_log.DebugFormat(
1416// "[SCENE]: Storing {0}, {1} in {2}", 2094// "[SCENE]: Storing {0}, {1} in {2}",
1417// Name, UUID, m_scene.RegionInfo.RegionName); 2095// Name, UUID, m_scene.RegionInfo.RegionName);
1418 2096
2097 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2098 {
2099 RootPart.Shape.State = 0;
2100 ScheduleGroupForFullUpdate();
2101 }
2102
1419 SceneObjectGroup backup_group = Copy(false); 2103 SceneObjectGroup backup_group = Copy(false);
1420 backup_group.RootPart.Velocity = RootPart.Velocity; 2104 backup_group.RootPart.Velocity = RootPart.Velocity;
1421 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2105 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1425,6 +2109,16 @@ namespace OpenSim.Region.Framework.Scenes
1425 HasGroupChangedDueToDelink = false; 2109 HasGroupChangedDueToDelink = false;
1426 2110
1427 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2111 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2112/*
2113 backup_group.ForEachPart(delegate(SceneObjectPart part)
2114 {
2115 if (part.KeyframeMotion != null)
2116 {
2117 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2118// part.KeyframeMotion.UpdateSceneObject(this);
2119 }
2120 });
2121*/
1428 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2122 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1429 2123
1430 backup_group.ForEachPart(delegate(SceneObjectPart part) 2124 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1481,10 +2175,14 @@ namespace OpenSim.Region.Framework.Scenes
1481 /// <returns></returns> 2175 /// <returns></returns>
1482 public SceneObjectGroup Copy(bool userExposed) 2176 public SceneObjectGroup Copy(bool userExposed)
1483 { 2177 {
2178 m_dupeInProgress = true;
1484 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2179 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1485 dupe.m_isBackedUp = false; 2180 dupe.m_isBackedUp = false;
1486 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2181 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1487 2182
2183 // new group as no sitting avatars
2184 dupe.m_linkedAvatars = new List<ScenePresence>();
2185
1488 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2186 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1489 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2187 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1490 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2188 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1495,7 +2193,7 @@ namespace OpenSim.Region.Framework.Scenes
1495 // This is only necessary when userExposed is false! 2193 // This is only necessary when userExposed is false!
1496 2194
1497 bool previousAttachmentStatus = dupe.IsAttachment; 2195 bool previousAttachmentStatus = dupe.IsAttachment;
1498 2196
1499 if (!userExposed) 2197 if (!userExposed)
1500 dupe.IsAttachment = true; 2198 dupe.IsAttachment = true;
1501 2199
@@ -1508,16 +2206,17 @@ namespace OpenSim.Region.Framework.Scenes
1508 2206
1509 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2207 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1510 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2208 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2209
1511 2210
1512 if (userExposed) 2211 if (userExposed)
1513 dupe.m_rootPart.TrimPermissions(); 2212 dupe.m_rootPart.TrimPermissions();
1514 2213
1515 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2214 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1516 2215
1517 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2216 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1518 { 2217 {
1519 return p1.LinkNum.CompareTo(p2.LinkNum); 2218 return p1.LinkNum.CompareTo(p2.LinkNum);
1520 } 2219 }
1521 ); 2220 );
1522 2221
1523 foreach (SceneObjectPart part in partList) 2222 foreach (SceneObjectPart part in partList)
@@ -1527,41 +2226,56 @@ namespace OpenSim.Region.Framework.Scenes
1527 { 2226 {
1528 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2227 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1529 newPart.LinkNum = part.LinkNum; 2228 newPart.LinkNum = part.LinkNum;
1530 } 2229 if (userExposed)
2230 newPart.ParentID = dupe.m_rootPart.LocalId;
2231 }
1531 else 2232 else
1532 { 2233 {
1533 newPart = dupe.m_rootPart; 2234 newPart = dupe.m_rootPart;
1534 } 2235 }
2236/*
2237 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2238 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1535 2239
1536 // Need to duplicate the physics actor as well 2240 // Need to duplicate the physics actor as well
1537 PhysicsActor originalPartPa = part.PhysActor; 2241 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1538 if (originalPartPa != null && userExposed)
1539 { 2242 {
1540 PrimitiveBaseShape pbs = newPart.Shape; 2243 PrimitiveBaseShape pbs = newPart.Shape;
1541
1542 newPart.PhysActor 2244 newPart.PhysActor
1543 = m_scene.PhysicsScene.AddPrimShape( 2245 = m_scene.PhysicsScene.AddPrimShape(
1544 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2246 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1545 pbs, 2247 pbs,
1546 newPart.AbsolutePosition, 2248 newPart.AbsolutePosition,
1547 newPart.Scale, 2249 newPart.Scale,
1548 newPart.RotationOffset, 2250 newPart.GetWorldRotation(),
1549 originalPartPa.IsPhysical, 2251 isphys,
2252 isphan,
1550 newPart.LocalId); 2253 newPart.LocalId);
1551 2254
1552 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2255 newPart.DoPhysicsPropertyUpdate(isphys, true);
1553 } 2256 */
2257 if (userExposed)
2258 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2259// }
2260 // copy keyframemotion
2261 if (part.KeyframeMotion != null)
2262 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1554 } 2263 }
1555 2264
1556 if (userExposed) 2265 if (userExposed)
1557 { 2266 {
1558 dupe.UpdateParentIDs(); 2267// done above dupe.UpdateParentIDs();
2268
2269 if (dupe.m_rootPart.PhysActor != null)
2270 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2271
1559 dupe.HasGroupChanged = true; 2272 dupe.HasGroupChanged = true;
1560 dupe.AttachToBackup(); 2273 dupe.AttachToBackup();
1561 2274
1562 ScheduleGroupForFullUpdate(); 2275 ScheduleGroupForFullUpdate();
1563 } 2276 }
1564 2277
2278 m_dupeInProgress = false;
1565 return dupe; 2279 return dupe;
1566 } 2280 }
1567 2281
@@ -1573,11 +2287,24 @@ namespace OpenSim.Region.Framework.Scenes
1573 /// <param name="cGroupID"></param> 2287 /// <param name="cGroupID"></param>
1574 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2288 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1575 { 2289 {
1576 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2290 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2291 // give newpart a new local ID lettng old part keep same
2292 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2293 newpart.LocalId = m_scene.AllocateLocalId();
2294
2295 SetRootPart(newpart);
2296 if (userExposed)
2297 RootPart.Velocity = Vector3.Zero; // In case source is moving
1577 } 2298 }
1578 2299
1579 public void ScriptSetPhysicsStatus(bool usePhysics) 2300 public void ScriptSetPhysicsStatus(bool usePhysics)
1580 { 2301 {
2302 if (usePhysics)
2303 {
2304 if (RootPart.KeyframeMotion != null)
2305 RootPart.KeyframeMotion.Stop();
2306 RootPart.KeyframeMotion = null;
2307 }
1581 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2308 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1582 } 2309 }
1583 2310
@@ -1625,27 +2352,14 @@ namespace OpenSim.Region.Framework.Scenes
1625 2352
1626 if (pa != null) 2353 if (pa != null)
1627 { 2354 {
1628 pa.AddForce(impulse, true); 2355 // false to be applied as a impulse
1629 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2356 pa.AddForce(impulse, false);
1630 }
1631 }
1632 }
1633
1634 public void applyAngularImpulse(Vector3 impulse)
1635 {
1636 PhysicsActor pa = RootPart.PhysActor;
1637
1638 if (pa != null)
1639 {
1640 if (!IsAttachment)
1641 {
1642 pa.AddAngularForce(impulse, true);
1643 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2357 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1644 } 2358 }
1645 } 2359 }
1646 } 2360 }
1647 2361
1648 public void setAngularImpulse(Vector3 impulse) 2362 public void ApplyAngularImpulse(Vector3 impulse)
1649 { 2363 {
1650 PhysicsActor pa = RootPart.PhysActor; 2364 PhysicsActor pa = RootPart.PhysActor;
1651 2365
@@ -1653,7 +2367,8 @@ namespace OpenSim.Region.Framework.Scenes
1653 { 2367 {
1654 if (!IsAttachment) 2368 if (!IsAttachment)
1655 { 2369 {
1656 pa.Torque = impulse; 2370 // false to be applied as a impulse
2371 pa.AddAngularForce(impulse, false);
1657 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2372 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1658 } 2373 }
1659 } 2374 }
@@ -1661,20 +2376,10 @@ namespace OpenSim.Region.Framework.Scenes
1661 2376
1662 public Vector3 GetTorque() 2377 public Vector3 GetTorque()
1663 { 2378 {
1664 PhysicsActor pa = RootPart.PhysActor; 2379 return RootPart.Torque;
1665
1666 if (pa != null)
1667 {
1668 if (!IsAttachment)
1669 {
1670 Vector3 torque = pa.Torque;
1671 return torque;
1672 }
1673 }
1674
1675 return Vector3.Zero;
1676 } 2380 }
1677 2381
2382 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1678 public void moveToTarget(Vector3 target, float tau) 2383 public void moveToTarget(Vector3 target, float tau)
1679 { 2384 {
1680 if (IsAttachment) 2385 if (IsAttachment)
@@ -1704,8 +2409,50 @@ namespace OpenSim.Region.Framework.Scenes
1704 2409
1705 if (pa != null) 2410 if (pa != null)
1706 pa.PIDActive = false; 2411 pa.PIDActive = false;
2412
2413 RootPart.ScheduleTerseUpdate(); // send a stop information
2414 }
2415
2416 public void rotLookAt(Quaternion target, float strength, float damping)
2417 {
2418 SceneObjectPart rootpart = m_rootPart;
2419 if (rootpart != null)
2420 {
2421 if (IsAttachment)
2422 {
2423 /*
2424 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2425 if (avatar != null)
2426 {
2427 Rotate the Av?
2428 } */
2429 }
2430 else
2431 {
2432 if (rootpart.PhysActor != null)
2433 { // APID must be implemented in your physics system for this to function.
2434 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2435 rootpart.PhysActor.APIDStrength = strength;
2436 rootpart.PhysActor.APIDDamping = damping;
2437 rootpart.PhysActor.APIDActive = true;
2438 }
2439 }
2440 }
1707 } 2441 }
2442
2443 public void stopLookAt()
2444 {
2445 SceneObjectPart rootpart = m_rootPart;
2446 if (rootpart != null)
2447 {
2448 if (rootpart.PhysActor != null)
2449 { // APID must be implemented in your physics system for this to function.
2450 rootpart.PhysActor.APIDActive = false;
2451 }
2452 }
1708 2453
2454 }
2455
1709 /// <summary> 2456 /// <summary>
1710 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2457 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1711 /// </summary> 2458 /// </summary>
@@ -1722,7 +2469,7 @@ namespace OpenSim.Region.Framework.Scenes
1722 { 2469 {
1723 pa.PIDHoverHeight = height; 2470 pa.PIDHoverHeight = height;
1724 pa.PIDHoverType = hoverType; 2471 pa.PIDHoverType = hoverType;
1725 pa.PIDTau = tau; 2472 pa.PIDHoverTau = tau;
1726 pa.PIDHoverActive = true; 2473 pa.PIDHoverActive = true;
1727 } 2474 }
1728 else 2475 else
@@ -1762,7 +2509,12 @@ namespace OpenSim.Region.Framework.Scenes
1762 /// <param name="cGroupID"></param> 2509 /// <param name="cGroupID"></param>
1763 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2510 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1764 { 2511 {
1765 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2512 // give new ID to the new part, letting old keep original
2513 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2514 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2515 newPart.LocalId = m_scene.AllocateLocalId();
2516 newPart.SetParent(this);
2517
1766 AddPart(newPart); 2518 AddPart(newPart);
1767 2519
1768 SetPartAsNonRoot(newPart); 2520 SetPartAsNonRoot(newPart);
@@ -1812,6 +2564,7 @@ namespace OpenSim.Region.Framework.Scenes
1812 2564
1813 #endregion 2565 #endregion
1814 2566
2567
1815 public override void Update() 2568 public override void Update()
1816 { 2569 {
1817 // Check that the group was not deleted before the scheduled update 2570 // Check that the group was not deleted before the scheduled update
@@ -1830,19 +2583,8 @@ namespace OpenSim.Region.Framework.Scenes
1830 // check to see if the physical position or rotation warrant an update. 2583 // check to see if the physical position or rotation warrant an update.
1831 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2584 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1832 { 2585 {
1833 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2586 // rootpart SendScheduledUpdates will check if a update is needed
1834 2587 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1835 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1836 {
1837 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1838 lastPhysGroupPos = AbsolutePosition;
1839 }
1840
1841 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1842 {
1843 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1844 lastPhysGroupRot = GroupRotation;
1845 }
1846 } 2588 }
1847 2589
1848 SceneObjectPart[] parts = m_parts.GetArray(); 2590 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1901,11 +2643,11 @@ namespace OpenSim.Region.Framework.Scenes
1901 /// Immediately send a full update for this scene object. 2643 /// Immediately send a full update for this scene object.
1902 /// </summary> 2644 /// </summary>
1903 public void SendGroupFullUpdate() 2645 public void SendGroupFullUpdate()
1904 { 2646 {
1905 if (IsDeleted) 2647 if (IsDeleted)
1906 return; 2648 return;
1907 2649
1908// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2650// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1909 2651
1910 RootPart.SendFullUpdateToAllClients(); 2652 RootPart.SendFullUpdateToAllClients();
1911 2653
@@ -2061,6 +2803,11 @@ namespace OpenSim.Region.Framework.Scenes
2061 // 'linkPart' == the root of the group being linked into this group 2803 // 'linkPart' == the root of the group being linked into this group
2062 SceneObjectPart linkPart = objectGroup.m_rootPart; 2804 SceneObjectPart linkPart = objectGroup.m_rootPart;
2063 2805
2806 if (m_rootPart.PhysActor != null)
2807 m_rootPart.PhysActor.Building = true;
2808 if (linkPart.PhysActor != null)
2809 linkPart.PhysActor.Building = true;
2810
2064 // physics flags from group to be applied to linked parts 2811 // physics flags from group to be applied to linked parts
2065 bool grpusephys = UsesPhysics; 2812 bool grpusephys = UsesPhysics;
2066 bool grptemporary = IsTemporary; 2813 bool grptemporary = IsTemporary;
@@ -2086,12 +2833,12 @@ namespace OpenSim.Region.Framework.Scenes
2086 Vector3 axPos = linkPart.OffsetPosition; 2833 Vector3 axPos = linkPart.OffsetPosition;
2087 // Rotate the linking root SOP's position to be relative to the new root prim 2834 // Rotate the linking root SOP's position to be relative to the new root prim
2088 Quaternion parentRot = m_rootPart.RotationOffset; 2835 Quaternion parentRot = m_rootPart.RotationOffset;
2089 axPos *= Quaternion.Inverse(parentRot); 2836 axPos *= Quaternion.Conjugate(parentRot);
2090 linkPart.OffsetPosition = axPos; 2837 linkPart.OffsetPosition = axPos;
2091 2838
2092 // Make the linking root SOP's rotation relative to the new root prim 2839 // Make the linking root SOP's rotation relative to the new root prim
2093 Quaternion oldRot = linkPart.RotationOffset; 2840 Quaternion oldRot = linkPart.RotationOffset;
2094 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2841 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2095 linkPart.RotationOffset = newRot; 2842 linkPart.RotationOffset = newRot;
2096 2843
2097 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2844 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2125,7 +2872,7 @@ namespace OpenSim.Region.Framework.Scenes
2125 linkPart.CreateSelected = true; 2872 linkPart.CreateSelected = true;
2126 2873
2127 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2874 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2128 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2875 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2129 2876
2130 // 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.
2131 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2878 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2135,6 +2882,7 @@ namespace OpenSim.Region.Framework.Scenes
2135 } 2882 }
2136 2883
2137 linkPart.LinkNum = linkNum++; 2884 linkPart.LinkNum = linkNum++;
2885 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2138 2886
2139 // Get a list of the SOP's in the old group in order of their linknum's. 2887 // Get a list of the SOP's in the old group in order of their linknum's.
2140 SceneObjectPart[] ogParts = objectGroup.Parts; 2888 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2153,7 +2901,7 @@ namespace OpenSim.Region.Framework.Scenes
2153 2901
2154 // Update the physics flags for the newly added SOP 2902 // Update the physics flags for the newly added SOP
2155 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2903 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2156 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2904 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2157 2905
2158 // If the added SOP is physical, also tell the physics engine about the link relationship. 2906 // If the added SOP is physical, also tell the physics engine about the link relationship.
2159 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2907 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2171,7 +2919,7 @@ namespace OpenSim.Region.Framework.Scenes
2171 objectGroup.IsDeleted = true; 2919 objectGroup.IsDeleted = true;
2172 2920
2173 objectGroup.m_parts.Clear(); 2921 objectGroup.m_parts.Clear();
2174 2922
2175 // Can't do this yet since backup still makes use of the root part without any synchronization 2923 // Can't do this yet since backup still makes use of the root part without any synchronization
2176// objectGroup.m_rootPart = null; 2924// objectGroup.m_rootPart = null;
2177 2925
@@ -2185,6 +2933,9 @@ namespace OpenSim.Region.Framework.Scenes
2185 // unmoved prims! 2933 // unmoved prims!
2186 ResetChildPrimPhysicsPositions(); 2934 ResetChildPrimPhysicsPositions();
2187 2935
2936 if (m_rootPart.PhysActor != null)
2937 m_rootPart.PhysActor.Building = false;
2938
2188 //HasGroupChanged = true; 2939 //HasGroupChanged = true;
2189 //ScheduleGroupForFullUpdate(); 2940 //ScheduleGroupForFullUpdate();
2190 } 2941 }
@@ -2252,7 +3003,10 @@ namespace OpenSim.Region.Framework.Scenes
2252// m_log.DebugFormat( 3003// m_log.DebugFormat(
2253// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3004// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2254// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3005// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2255 3006
3007 if (m_rootPart.PhysActor != null)
3008 m_rootPart.PhysActor.Building = true;
3009
2256 linkPart.ClearUndoState(); 3010 linkPart.ClearUndoState();
2257 3011
2258 Vector3 worldPos = linkPart.GetWorldPosition(); 3012 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2323,6 +3077,14 @@ namespace OpenSim.Region.Framework.Scenes
2323 3077
2324 // When we delete a group, we currently have to force persist to the database if the object id has changed 3078 // When we delete a group, we currently have to force persist to the database if the object id has changed
2325 // (since delete works by deleting all rows which have a given object id) 3079 // (since delete works by deleting all rows which have a given object id)
3080
3081 // this is as it seems to be in sl now
3082 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3083 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3084
3085 if (m_rootPart.PhysActor != null)
3086 m_rootPart.PhysActor.Building = false;
3087
2326 objectGroup.HasGroupChangedDueToDelink = true; 3088 objectGroup.HasGroupChangedDueToDelink = true;
2327 3089
2328 return objectGroup; 3090 return objectGroup;
@@ -2334,6 +3096,8 @@ namespace OpenSim.Region.Framework.Scenes
2334 /// <param name="objectGroup"></param> 3096 /// <param name="objectGroup"></param>
2335 public virtual void DetachFromBackup() 3097 public virtual void DetachFromBackup()
2336 { 3098 {
3099 if (m_scene != null)
3100 m_scene.SceneGraph.FireDetachFromBackup(this);
2337 if (m_isBackedUp && Scene != null) 3101 if (m_isBackedUp && Scene != null)
2338 m_scene.EventManager.OnBackup -= ProcessBackup; 3102 m_scene.EventManager.OnBackup -= ProcessBackup;
2339 3103
@@ -2354,7 +3118,8 @@ namespace OpenSim.Region.Framework.Scenes
2354 Vector3 axPos = part.OffsetPosition; 3118 Vector3 axPos = part.OffsetPosition;
2355 axPos *= parentRot; 3119 axPos *= parentRot;
2356 part.OffsetPosition = axPos; 3120 part.OffsetPosition = axPos;
2357 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3121 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3122 part.GroupPosition = newPos;
2358 part.OffsetPosition = Vector3.Zero; 3123 part.OffsetPosition = Vector3.Zero;
2359 3124
2360 // Compution our rotation to be not relative to the old parent 3125 // Compution our rotation to be not relative to the old parent
@@ -2369,7 +3134,7 @@ namespace OpenSim.Region.Framework.Scenes
2369 part.LinkNum = linkNum; 3134 part.LinkNum = linkNum;
2370 3135
2371 // Compute the new position of this SOP relative to the group position 3136 // Compute the new position of this SOP relative to the group position
2372 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3137 part.OffsetPosition = newPos - AbsolutePosition;
2373 3138
2374 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3139 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2375 // It would have the affect of setting the physics engine position multiple 3140 // It would have the affect of setting the physics engine position multiple
@@ -2379,18 +3144,19 @@ namespace OpenSim.Region.Framework.Scenes
2379 // Rotate the relative position by the rotation of the group 3144 // Rotate the relative position by the rotation of the group
2380 Quaternion rootRotation = m_rootPart.RotationOffset; 3145 Quaternion rootRotation = m_rootPart.RotationOffset;
2381 Vector3 pos = part.OffsetPosition; 3146 Vector3 pos = part.OffsetPosition;
2382 pos *= Quaternion.Inverse(rootRotation); 3147 pos *= Quaternion.Conjugate(rootRotation);
2383 part.OffsetPosition = pos; 3148 part.OffsetPosition = pos;
2384 3149
2385 // Compute the SOP's rotation relative to the rotation of the group. 3150 // Compute the SOP's rotation relative to the rotation of the group.
2386 parentRot = m_rootPart.RotationOffset; 3151 parentRot = m_rootPart.RotationOffset;
2387 oldRot = part.RotationOffset; 3152 oldRot = part.RotationOffset;
2388 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3153 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2389 part.RotationOffset = newRot; 3154 part.RotationOffset = newRot;
2390 3155
2391 // Since this SOP's state has changed, push those changes into the physics engine 3156 // Since this SOP's state has changed, push those changes into the physics engine
2392 // and the simulator. 3157 // and the simulator.
2393 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3158 // done on caller
3159// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2394 } 3160 }
2395 3161
2396 /// <summary> 3162 /// <summary>
@@ -2412,10 +3178,14 @@ namespace OpenSim.Region.Framework.Scenes
2412 { 3178 {
2413 if (!m_rootPart.BlockGrab) 3179 if (!m_rootPart.BlockGrab)
2414 { 3180 {
2415 Vector3 llmoveforce = pos - AbsolutePosition; 3181/* Vector3 llmoveforce = pos - AbsolutePosition;
2416 Vector3 grabforce = llmoveforce; 3182 Vector3 grabforce = llmoveforce;
2417 grabforce = (grabforce / 10) * pa.Mass; 3183 grabforce = (grabforce / 10) * pa.Mass;
2418 pa.AddForce(grabforce, true); 3184 */
3185 // empirically convert distance diference to a impulse
3186 Vector3 grabforce = pos - AbsolutePosition;
3187 grabforce = grabforce * (pa.Mass/ 10.0f);
3188 pa.AddForce(grabforce, false);
2419 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3189 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2420 } 3190 }
2421 } 3191 }
@@ -2611,6 +3381,8 @@ namespace OpenSim.Region.Framework.Scenes
2611 /// <param name="SetVolumeDetect"></param> 3381 /// <param name="SetVolumeDetect"></param>
2612 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3382 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2613 { 3383 {
3384 HasGroupChanged = true;
3385
2614 SceneObjectPart selectionPart = GetPart(localID); 3386 SceneObjectPart selectionPart = GetPart(localID);
2615 3387
2616 if (SetTemporary && Scene != null) 3388 if (SetTemporary && Scene != null)
@@ -2641,8 +3413,22 @@ namespace OpenSim.Region.Framework.Scenes
2641 } 3413 }
2642 } 3414 }
2643 3415
2644 for (int i = 0; i < parts.Length; i++) 3416 if (parts.Length > 1)
2645 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3417 {
3418 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3419
3420 for (int i = 0; i < parts.Length; i++)
3421 {
3422
3423 if (parts[i].UUID != m_rootPart.UUID)
3424 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3425 }
3426
3427 if (m_rootPart.PhysActor != null)
3428 m_rootPart.PhysActor.Building = false;
3429 }
3430 else
3431 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2646 } 3432 }
2647 } 3433 }
2648 3434
@@ -2655,6 +3441,17 @@ namespace OpenSim.Region.Framework.Scenes
2655 } 3441 }
2656 } 3442 }
2657 3443
3444
3445
3446 /// <summary>
3447 /// Gets the number of parts
3448 /// </summary>
3449 /// <returns></returns>
3450 public int GetPartCount()
3451 {
3452 return Parts.Count();
3453 }
3454
2658 /// <summary> 3455 /// <summary>
2659 /// Update the texture entry for this part 3456 /// Update the texture entry for this part
2660 /// </summary> 3457 /// </summary>
@@ -2692,8 +3489,24 @@ namespace OpenSim.Region.Framework.Scenes
2692 { 3489 {
2693 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3490 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2694 3491
3492 bool god = Scene.Permissions.IsGod(AgentID);
3493
3494 if (field == 1 && god)
3495 {
3496 ForEachPart(part =>
3497 {
3498 part.BaseMask = RootPart.BaseMask;
3499 });
3500 }
3501
2695 AdjustChildPrimPermissions(); 3502 AdjustChildPrimPermissions();
2696 3503
3504 if (field == 1 && god) // Base mask was set. Update all child part inventories
3505 {
3506 foreach (SceneObjectPart part in Parts)
3507 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3508 }
3509
2697 HasGroupChanged = true; 3510 HasGroupChanged = true;
2698 3511
2699 // Send the group's properties to all clients once all parts are updated 3512 // Send the group's properties to all clients once all parts are updated
@@ -2739,8 +3552,6 @@ namespace OpenSim.Region.Framework.Scenes
2739 3552
2740 PhysicsActor pa = m_rootPart.PhysActor; 3553 PhysicsActor pa = m_rootPart.PhysActor;
2741 3554
2742 RootPart.StoreUndoState(true);
2743
2744 if (Scene != null) 3555 if (Scene != null)
2745 { 3556 {
2746 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3557 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2768,7 +3579,6 @@ namespace OpenSim.Region.Framework.Scenes
2768 SceneObjectPart obPart = parts[i]; 3579 SceneObjectPart obPart = parts[i];
2769 if (obPart.UUID != m_rootPart.UUID) 3580 if (obPart.UUID != m_rootPart.UUID)
2770 { 3581 {
2771// obPart.IgnoreUndoUpdate = true;
2772 Vector3 oldSize = new Vector3(obPart.Scale); 3582 Vector3 oldSize = new Vector3(obPart.Scale);
2773 3583
2774 float f = 1.0f; 3584 float f = 1.0f;
@@ -2880,8 +3690,6 @@ namespace OpenSim.Region.Framework.Scenes
2880 z *= a; 3690 z *= a;
2881 } 3691 }
2882 } 3692 }
2883
2884// obPart.IgnoreUndoUpdate = false;
2885 } 3693 }
2886 } 3694 }
2887 } 3695 }
@@ -2891,9 +3699,7 @@ namespace OpenSim.Region.Framework.Scenes
2891 prevScale.Y *= y; 3699 prevScale.Y *= y;
2892 prevScale.Z *= z; 3700 prevScale.Z *= z;
2893 3701
2894// RootPart.IgnoreUndoUpdate = true;
2895 RootPart.Resize(prevScale); 3702 RootPart.Resize(prevScale);
2896// RootPart.IgnoreUndoUpdate = false;
2897 3703
2898 for (int i = 0; i < parts.Length; i++) 3704 for (int i = 0; i < parts.Length; i++)
2899 { 3705 {
@@ -2901,8 +3707,6 @@ namespace OpenSim.Region.Framework.Scenes
2901 3707
2902 if (obPart.UUID != m_rootPart.UUID) 3708 if (obPart.UUID != m_rootPart.UUID)
2903 { 3709 {
2904 obPart.IgnoreUndoUpdate = true;
2905
2906 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3710 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2907 currentpos.X *= x; 3711 currentpos.X *= x;
2908 currentpos.Y *= y; 3712 currentpos.Y *= y;
@@ -2915,16 +3719,12 @@ namespace OpenSim.Region.Framework.Scenes
2915 3719
2916 obPart.Resize(newSize); 3720 obPart.Resize(newSize);
2917 obPart.UpdateOffSet(currentpos); 3721 obPart.UpdateOffSet(currentpos);
2918
2919 obPart.IgnoreUndoUpdate = false;
2920 } 3722 }
2921 3723
2922// obPart.IgnoreUndoUpdate = false; 3724 HasGroupChanged = true;
2923// obPart.StoreUndoState(); 3725 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3726 ScheduleGroupForTerseUpdate();
2924 } 3727 }
2925
2926// m_log.DebugFormat(
2927// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2928 } 3728 }
2929 3729
2930 #endregion 3730 #endregion
@@ -2937,14 +3737,6 @@ namespace OpenSim.Region.Framework.Scenes
2937 /// <param name="pos"></param> 3737 /// <param name="pos"></param>
2938 public void UpdateGroupPosition(Vector3 pos) 3738 public void UpdateGroupPosition(Vector3 pos)
2939 { 3739 {
2940// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2941
2942 RootPart.StoreUndoState(true);
2943
2944// SceneObjectPart[] parts = m_parts.GetArray();
2945// for (int i = 0; i < parts.Length; i++)
2946// parts[i].StoreUndoState();
2947
2948 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3740 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2949 { 3741 {
2950 if (IsAttachment) 3742 if (IsAttachment)
@@ -2977,21 +3769,17 @@ namespace OpenSim.Region.Framework.Scenes
2977 /// </summary> 3769 /// </summary>
2978 /// <param name="pos"></param> 3770 /// <param name="pos"></param>
2979 /// <param name="localID"></param> 3771 /// <param name="localID"></param>
3772 ///
3773
2980 public void UpdateSinglePosition(Vector3 pos, uint localID) 3774 public void UpdateSinglePosition(Vector3 pos, uint localID)
2981 { 3775 {
2982 SceneObjectPart part = GetPart(localID); 3776 SceneObjectPart part = GetPart(localID);
2983 3777
2984// SceneObjectPart[] parts = m_parts.GetArray();
2985// for (int i = 0; i < parts.Length; i++)
2986// parts[i].StoreUndoState();
2987
2988 if (part != null) 3778 if (part != null)
2989 { 3779 {
2990// m_log.DebugFormat( 3780// unlock parts position change
2991// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3781 if (m_rootPart.PhysActor != null)
2992 3782 m_rootPart.PhysActor.Building = true;
2993 part.StoreUndoState(false);
2994 part.IgnoreUndoUpdate = true;
2995 3783
2996 if (part.UUID == m_rootPart.UUID) 3784 if (part.UUID == m_rootPart.UUID)
2997 { 3785 {
@@ -3002,8 +3790,10 @@ namespace OpenSim.Region.Framework.Scenes
3002 part.UpdateOffSet(pos); 3790 part.UpdateOffSet(pos);
3003 } 3791 }
3004 3792
3793 if (m_rootPart.PhysActor != null)
3794 m_rootPart.PhysActor.Building = false;
3795
3005 HasGroupChanged = true; 3796 HasGroupChanged = true;
3006 part.IgnoreUndoUpdate = false;
3007 } 3797 }
3008 } 3798 }
3009 3799
@@ -3013,13 +3803,7 @@ namespace OpenSim.Region.Framework.Scenes
3013 /// <param name="pos"></param> 3803 /// <param name="pos"></param>
3014 public void UpdateRootPosition(Vector3 pos) 3804 public void UpdateRootPosition(Vector3 pos)
3015 { 3805 {
3016// m_log.DebugFormat( 3806 // needs to be called with phys building true
3017// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3018
3019// SceneObjectPart[] parts = m_parts.GetArray();
3020// for (int i = 0; i < parts.Length; i++)
3021// parts[i].StoreUndoState();
3022
3023 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3807 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3024 Vector3 oldPos = 3808 Vector3 oldPos =
3025 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3809 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3042,7 +3826,14 @@ namespace OpenSim.Region.Framework.Scenes
3042 AbsolutePosition = newPos; 3826 AbsolutePosition = newPos;
3043 3827
3044 HasGroupChanged = true; 3828 HasGroupChanged = true;
3045 ScheduleGroupForTerseUpdate(); 3829 if (m_rootPart.Undoing)
3830 {
3831 ScheduleGroupForFullUpdate();
3832 }
3833 else
3834 {
3835 ScheduleGroupForTerseUpdate();
3836 }
3046 } 3837 }
3047 3838
3048 #endregion 3839 #endregion
@@ -3055,24 +3846,16 @@ namespace OpenSim.Region.Framework.Scenes
3055 /// <param name="rot"></param> 3846 /// <param name="rot"></param>
3056 public void UpdateGroupRotationR(Quaternion rot) 3847 public void UpdateGroupRotationR(Quaternion rot)
3057 { 3848 {
3058// m_log.DebugFormat(
3059// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3060
3061// SceneObjectPart[] parts = m_parts.GetArray();
3062// for (int i = 0; i < parts.Length; i++)
3063// parts[i].StoreUndoState();
3064
3065 m_rootPart.StoreUndoState(true);
3066
3067 m_rootPart.UpdateRotation(rot); 3849 m_rootPart.UpdateRotation(rot);
3068 3850
3851/* this is done by rootpart RotationOffset set called by UpdateRotation
3069 PhysicsActor actor = m_rootPart.PhysActor; 3852 PhysicsActor actor = m_rootPart.PhysActor;
3070 if (actor != null) 3853 if (actor != null)
3071 { 3854 {
3072 actor.Orientation = m_rootPart.RotationOffset; 3855 actor.Orientation = m_rootPart.RotationOffset;
3073 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3856 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3074 } 3857 }
3075 3858*/
3076 HasGroupChanged = true; 3859 HasGroupChanged = true;
3077 ScheduleGroupForTerseUpdate(); 3860 ScheduleGroupForTerseUpdate();
3078 } 3861 }
@@ -3084,16 +3867,6 @@ namespace OpenSim.Region.Framework.Scenes
3084 /// <param name="rot"></param> 3867 /// <param name="rot"></param>
3085 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3868 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3086 { 3869 {
3087// m_log.DebugFormat(
3088// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3089
3090// SceneObjectPart[] parts = m_parts.GetArray();
3091// for (int i = 0; i < parts.Length; i++)
3092// parts[i].StoreUndoState();
3093
3094 RootPart.StoreUndoState(true);
3095 RootPart.IgnoreUndoUpdate = true;
3096
3097 m_rootPart.UpdateRotation(rot); 3870 m_rootPart.UpdateRotation(rot);
3098 3871
3099 PhysicsActor actor = m_rootPart.PhysActor; 3872 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3112,8 +3885,6 @@ namespace OpenSim.Region.Framework.Scenes
3112 3885
3113 HasGroupChanged = true; 3886 HasGroupChanged = true;
3114 ScheduleGroupForTerseUpdate(); 3887 ScheduleGroupForTerseUpdate();
3115
3116 RootPart.IgnoreUndoUpdate = false;
3117 } 3888 }
3118 3889
3119 /// <summary> 3890 /// <summary>
@@ -3126,13 +3897,11 @@ namespace OpenSim.Region.Framework.Scenes
3126 SceneObjectPart part = GetPart(localID); 3897 SceneObjectPart part = GetPart(localID);
3127 3898
3128 SceneObjectPart[] parts = m_parts.GetArray(); 3899 SceneObjectPart[] parts = m_parts.GetArray();
3129 for (int i = 0; i < parts.Length; i++)
3130 parts[i].StoreUndoState();
3131 3900
3132 if (part != null) 3901 if (part != null)
3133 { 3902 {
3134// m_log.DebugFormat( 3903 if (m_rootPart.PhysActor != null)
3135// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3904 m_rootPart.PhysActor.Building = true;
3136 3905
3137 if (part.UUID == m_rootPart.UUID) 3906 if (part.UUID == m_rootPart.UUID)
3138 { 3907 {
@@ -3142,6 +3911,9 @@ namespace OpenSim.Region.Framework.Scenes
3142 { 3911 {
3143 part.UpdateRotation(rot); 3912 part.UpdateRotation(rot);
3144 } 3913 }
3914
3915 if (m_rootPart.PhysActor != null)
3916 m_rootPart.PhysActor.Building = false;
3145 } 3917 }
3146 } 3918 }
3147 3919
@@ -3155,12 +3927,8 @@ namespace OpenSim.Region.Framework.Scenes
3155 SceneObjectPart part = GetPart(localID); 3927 SceneObjectPart part = GetPart(localID);
3156 if (part != null) 3928 if (part != null)
3157 { 3929 {
3158// m_log.DebugFormat( 3930 if (m_rootPart.PhysActor != null)
3159// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3931 m_rootPart.PhysActor.Building = true;
3160// part.Name, part.LocalId, rot);
3161
3162 part.StoreUndoState();
3163 part.IgnoreUndoUpdate = true;
3164 3932
3165 if (part.UUID == m_rootPart.UUID) 3933 if (part.UUID == m_rootPart.UUID)
3166 { 3934 {
@@ -3173,7 +3941,8 @@ namespace OpenSim.Region.Framework.Scenes
3173 part.OffsetPosition = pos; 3941 part.OffsetPosition = pos;
3174 } 3942 }
3175 3943
3176 part.IgnoreUndoUpdate = false; 3944 if (m_rootPart.PhysActor != null)
3945 m_rootPart.PhysActor.Building = false;
3177 } 3946 }
3178 } 3947 }
3179 3948
@@ -3183,15 +3952,12 @@ namespace OpenSim.Region.Framework.Scenes
3183 /// <param name="rot"></param> 3952 /// <param name="rot"></param>
3184 public void UpdateRootRotation(Quaternion rot) 3953 public void UpdateRootRotation(Quaternion rot)
3185 { 3954 {
3186// m_log.DebugFormat( 3955 // needs to be called with phys building true
3187// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3188// Name, LocalId, rot);
3189
3190 Quaternion axRot = rot; 3956 Quaternion axRot = rot;
3191 Quaternion oldParentRot = m_rootPart.RotationOffset; 3957 Quaternion oldParentRot = m_rootPart.RotationOffset;
3192 3958
3193 m_rootPart.StoreUndoState(); 3959 //Don't use UpdateRotation because it schedules an update prematurely
3194 m_rootPart.UpdateRotation(rot); 3960 m_rootPart.RotationOffset = rot;
3195 3961
3196 PhysicsActor pa = m_rootPart.PhysActor; 3962 PhysicsActor pa = m_rootPart.PhysActor;
3197 3963
@@ -3207,35 +3973,145 @@ namespace OpenSim.Region.Framework.Scenes
3207 SceneObjectPart prim = parts[i]; 3973 SceneObjectPart prim = parts[i];
3208 if (prim.UUID != m_rootPart.UUID) 3974 if (prim.UUID != m_rootPart.UUID)
3209 { 3975 {
3210 prim.IgnoreUndoUpdate = true; 3976 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3977 NewRot = Quaternion.Inverse(axRot) * NewRot;
3978 prim.RotationOffset = NewRot;
3979
3211 Vector3 axPos = prim.OffsetPosition; 3980 Vector3 axPos = prim.OffsetPosition;
3981
3212 axPos *= oldParentRot; 3982 axPos *= oldParentRot;
3213 axPos *= Quaternion.Inverse(axRot); 3983 axPos *= Quaternion.Inverse(axRot);
3214 prim.OffsetPosition = axPos; 3984 prim.OffsetPosition = axPos;
3215 Quaternion primsRot = prim.RotationOffset; 3985 }
3216 Quaternion newRot = oldParentRot * primsRot; 3986 }
3217 newRot = Quaternion.Inverse(axRot) * newRot;
3218 prim.RotationOffset = newRot;
3219 prim.ScheduleTerseUpdate();
3220 prim.IgnoreUndoUpdate = false;
3221 }
3222 }
3223
3224// for (int i = 0; i < parts.Length; i++)
3225// {
3226// SceneObjectPart childpart = parts[i];
3227// if (childpart != m_rootPart)
3228// {
3229//// childpart.IgnoreUndoUpdate = false;
3230//// childpart.StoreUndoState();
3231// }
3232// }
3233 3987
3234 m_rootPart.ScheduleTerseUpdate(); 3988 HasGroupChanged = true;
3989 ScheduleGroupForFullUpdate();
3990 }
3235 3991
3236// m_log.DebugFormat( 3992 private enum updatetype :int
3237// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3993 {
3238// Name, LocalId, rot); 3994 none = 0,
3995 partterse = 1,
3996 partfull = 2,
3997 groupterse = 3,
3998 groupfull = 4
3999 }
4000
4001 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4002 {
4003 // TODO this still as excessive *.Schedule*Update()s
4004
4005 if (part != null && part.ParentGroup != null)
4006 {
4007 ObjectChangeType change = data.change;
4008 bool togroup = ((change & ObjectChangeType.Group) != 0);
4009 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4010
4011 SceneObjectGroup group = part.ParentGroup;
4012 PhysicsActor pha = group.RootPart.PhysActor;
4013
4014 updatetype updateType = updatetype.none;
4015
4016 if (togroup)
4017 {
4018 // related to group
4019 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4020 {
4021 if ((change & ObjectChangeType.Rotation) != 0)
4022 {
4023 group.RootPart.UpdateRotation(data.rotation);
4024 updateType = updatetype.none;
4025 }
4026 if ((change & ObjectChangeType.Position) != 0)
4027 {
4028 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4029 UpdateGroupPosition(data.position);
4030 updateType = updatetype.groupterse;
4031 }
4032 else
4033 // ugly rotation update of all parts
4034 {
4035 group.ResetChildPrimPhysicsPositions();
4036 }
4037
4038 }
4039 if ((change & ObjectChangeType.Scale) != 0)
4040 {
4041 if (pha != null)
4042 pha.Building = true;
4043
4044 group.GroupResize(data.scale);
4045 updateType = updatetype.none;
4046
4047 if (pha != null)
4048 pha.Building = false;
4049 }
4050 }
4051 else
4052 {
4053 // related to single prim in a link-set ( ie group)
4054 if (pha != null)
4055 pha.Building = true;
4056
4057 // root part is special
4058 // parts offset positions or rotations need to change also
4059
4060 if (part == group.RootPart)
4061 {
4062 if ((change & ObjectChangeType.Rotation) != 0)
4063 group.UpdateRootRotation(data.rotation);
4064 if ((change & ObjectChangeType.Position) != 0)
4065 group.UpdateRootPosition(data.position);
4066 if ((change & ObjectChangeType.Scale) != 0)
4067 part.Resize(data.scale);
4068 }
4069 else
4070 {
4071 if ((change & ObjectChangeType.Position) != 0)
4072 {
4073 part.OffsetPosition = data.position;
4074 updateType = updatetype.partterse;
4075 }
4076 if ((change & ObjectChangeType.Rotation) != 0)
4077 {
4078 part.UpdateRotation(data.rotation);
4079 updateType = updatetype.none;
4080 }
4081 if ((change & ObjectChangeType.Scale) != 0)
4082 {
4083 part.Resize(data.scale);
4084 updateType = updatetype.none;
4085 }
4086 }
4087
4088 if (pha != null)
4089 pha.Building = false;
4090 }
4091
4092 if (updateType != updatetype.none)
4093 {
4094 group.HasGroupChanged = true;
4095
4096 switch (updateType)
4097 {
4098 case updatetype.partterse:
4099 part.ScheduleTerseUpdate();
4100 break;
4101 case updatetype.partfull:
4102 part.ScheduleFullUpdate();
4103 break;
4104 case updatetype.groupterse:
4105 group.ScheduleGroupForTerseUpdate();
4106 break;
4107 case updatetype.groupfull:
4108 group.ScheduleGroupForFullUpdate();
4109 break;
4110 default:
4111 break;
4112 }
4113 }
4114 }
3239 } 4115 }
3240 4116
3241 #endregion 4117 #endregion
@@ -3276,6 +4152,8 @@ namespace OpenSim.Region.Framework.Scenes
3276 waypoint.handle = handle; 4152 waypoint.handle = handle;
3277 lock (m_rotTargets) 4153 lock (m_rotTargets)
3278 { 4154 {
4155 if (m_rotTargets.Count >= 8)
4156 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3279 m_rotTargets.Add(handle, waypoint); 4157 m_rotTargets.Add(handle, waypoint);
3280 } 4158 }
3281 m_scene.AddGroupTarget(this); 4159 m_scene.AddGroupTarget(this);
@@ -3301,6 +4179,8 @@ namespace OpenSim.Region.Framework.Scenes
3301 waypoint.handle = handle; 4179 waypoint.handle = handle;
3302 lock (m_targets) 4180 lock (m_targets)
3303 { 4181 {
4182 if (m_targets.Count >= 8)
4183 m_targets.Remove(m_targets.ElementAt(0).Key);
3304 m_targets.Add(handle, waypoint); 4184 m_targets.Add(handle, waypoint);
3305 } 4185 }
3306 m_scene.AddGroupTarget(this); 4186 m_scene.AddGroupTarget(this);
@@ -3334,10 +4214,11 @@ namespace OpenSim.Region.Framework.Scenes
3334 scriptPosTarget target = m_targets[idx]; 4214 scriptPosTarget target = m_targets[idx];
3335 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4215 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3336 { 4216 {
4217 at_target = true;
4218
3337 // trigger at_target 4219 // trigger at_target
3338 if (m_scriptListens_atTarget) 4220 if (m_scriptListens_atTarget)
3339 { 4221 {
3340 at_target = true;
3341 scriptPosTarget att = new scriptPosTarget(); 4222 scriptPosTarget att = new scriptPosTarget();
3342 att.targetPos = target.targetPos; 4223 att.targetPos = target.targetPos;
3343 att.tolerance = target.tolerance; 4224 att.tolerance = target.tolerance;
@@ -3455,11 +4336,50 @@ namespace OpenSim.Region.Framework.Scenes
3455 } 4336 }
3456 } 4337 }
3457 } 4338 }
3458 4339
4340 public Vector3 GetGeometricCenter()
4341 {
4342 // this is not real geometric center but a average of positions relative to root prim acording to
4343 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4344 // ignoring tortured prims details since sl also seems to ignore
4345 // so no real use in doing it on physics
4346
4347 Vector3 gc = Vector3.Zero;
4348
4349 int nparts = m_parts.Count;
4350 if (nparts <= 1)
4351 return gc;
4352
4353 SceneObjectPart[] parts = m_parts.GetArray();
4354 nparts = parts.Length; // just in case it changed
4355 if (nparts <= 1)
4356 return gc;
4357
4358 Quaternion parentRot = RootPart.RotationOffset;
4359 Vector3 pPos;
4360
4361 // average all parts positions
4362 for (int i = 0; i < nparts; i++)
4363 {
4364 // do it directly
4365 // gc += parts[i].GetWorldPosition();
4366 if (parts[i] != RootPart)
4367 {
4368 pPos = parts[i].OffsetPosition;
4369 gc += pPos;
4370 }
4371
4372 }
4373 gc /= nparts;
4374
4375 // relative to root:
4376// gc -= AbsolutePosition;
4377 return gc;
4378 }
4379
3459 public float GetMass() 4380 public float GetMass()
3460 { 4381 {
3461 float retmass = 0f; 4382 float retmass = 0f;
3462
3463 SceneObjectPart[] parts = m_parts.GetArray(); 4383 SceneObjectPart[] parts = m_parts.GetArray();
3464 for (int i = 0; i < parts.Length; i++) 4384 for (int i = 0; i < parts.Length; i++)
3465 retmass += parts[i].GetMass(); 4385 retmass += parts[i].GetMass();
@@ -3467,6 +4387,39 @@ namespace OpenSim.Region.Framework.Scenes
3467 return retmass; 4387 return retmass;
3468 } 4388 }
3469 4389
4390 // center of mass of full object
4391 public Vector3 GetCenterOfMass()
4392 {
4393 PhysicsActor pa = RootPart.PhysActor;
4394
4395 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4396 {
4397 // physics knows better about center of mass of physical prims
4398 Vector3 tmp = pa.CenterOfMass;
4399 return tmp;
4400 }
4401
4402 Vector3 Ptot = Vector3.Zero;
4403 float totmass = 0f;
4404 float m;
4405
4406 SceneObjectPart[] parts = m_parts.GetArray();
4407 for (int i = 0; i < parts.Length; i++)
4408 {
4409 m = parts[i].GetMass();
4410 Ptot += parts[i].GetPartCenterOfMass() * m;
4411 totmass += m;
4412 }
4413
4414 if (totmass == 0)
4415 totmass = 0;
4416 else
4417 totmass = 1 / totmass;
4418 Ptot *= totmass;
4419
4420 return Ptot;
4421 }
4422
3470 /// <summary> 4423 /// <summary>
3471 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4424 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3472 /// the physics engine can use it. 4425 /// the physics engine can use it.
@@ -3646,6 +4599,14 @@ namespace OpenSim.Region.Framework.Scenes
3646 FromItemID = uuid; 4599 FromItemID = uuid;
3647 } 4600 }
3648 4601
4602 public void ResetOwnerChangeFlag()
4603 {
4604 ForEachPart(delegate(SceneObjectPart part)
4605 {
4606 part.ResetOwnerChangeFlag();
4607 });
4608 }
4609
3649 #endregion 4610 #endregion
3650 } 4611 }
3651} 4612}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ea8c3c5..8c6450d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
64 TELEPORT = 512, 64 TELEPORT = 512,
65 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
66 MEDIA = 2048, 66 MEDIA = 2048,
67 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
68 } 69 }
69 70
70 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
123 /// Denote all sides of the prim 124 /// Denote all sides of the prim
124 /// </value> 125 /// </value>
125 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
126 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 140
129 /// <summary> 141 /// <summary>
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </remarks> 172 /// </remarks>
161 public bool IsRoot 173 public bool IsRoot
162 { 174 {
163 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
164 } 176 }
165 177
166 /// <summary> 178 /// <summary>
@@ -233,6 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 245
234 public uint TimeStampTerse; 246 public uint TimeStampTerse;
235 247
248 // The following two are to hold the attachment data
249 // while an object is inworld
250 [XmlIgnore]
251 public byte AttachPoint = 0;
252
253 [XmlIgnore]
254 public Vector3 AttachOffset = Vector3.Zero;
255
256 [XmlIgnore]
257 public Quaternion AttachRotation = Quaternion.Identity;
258
259 [XmlIgnore]
236 public int STATUS_ROTATE_X; 260 public int STATUS_ROTATE_X;
237 261
238 public int STATUS_ROTATE_Y; 262 public int STATUS_ROTATE_Y;
@@ -259,8 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
259 283
260 public Vector3 RotationAxis = Vector3.One; 284 public Vector3 RotationAxis = Vector3.One;
261 285
262 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 286 public bool VolumeDetectActive;
263 // Certainly this must be a persistant setting finally
264 287
265 public bool IsWaitingForFirstSpinUpdatePacket; 288 public bool IsWaitingForFirstSpinUpdatePacket;
266 289
@@ -300,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes
300 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 323 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
301 private Vector3 m_sitTargetPosition; 324 private Vector3 m_sitTargetPosition;
302 private string m_sitAnimation = "SIT"; 325 private string m_sitAnimation = "SIT";
326 private bool m_occupied; // KF if any av is sitting on this prim
303 private string m_text = String.Empty; 327 private string m_text = String.Empty;
304 private string m_touchName = String.Empty; 328 private string m_touchName = String.Empty;
305 private readonly List<UndoState> m_undo = new List<UndoState>(5); 329 private UndoRedoState m_UndoRedo = null;
306 private readonly List<UndoState> m_redo = new List<UndoState>(5);
307 330
308 private bool m_passTouches = false; 331 private bool m_passTouches = false;
309 private bool m_passCollisions = false; 332 private bool m_passCollisions = false;
@@ -331,14 +354,20 @@ namespace OpenSim.Region.Framework.Scenes
331 protected Vector3 m_lastVelocity; 354 protected Vector3 m_lastVelocity;
332 protected Vector3 m_lastAcceleration; 355 protected Vector3 m_lastAcceleration;
333 protected Vector3 m_lastAngularVelocity; 356 protected Vector3 m_lastAngularVelocity;
334 protected int m_lastTerseSent; 357 protected int m_lastUpdateSentTime;
358 protected float m_buoyancy = 0.0f;
359 protected Vector3 m_force;
360 protected Vector3 m_torque;
335 361
336 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 362 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
337 protected float m_density = 1000.0f; // in kg/m^3 363 protected float m_density = 1000.0f; // in kg/m^3
338 protected float m_gravitymod = 1.0f; 364 protected float m_gravitymod = 1.0f;
339 protected float m_friction = 0.6f; // wood 365 protected float m_friction = 0.6f; // wood
340 protected float m_bounce = 0.5f; // wood 366 protected float m_bounce = 0.5f; // wood
341 367
368
369 protected bool m_isSelected = false;
370
342 /// <summary> 371 /// <summary>
343 /// Stores media texture data 372 /// Stores media texture data
344 /// </summary> 373 /// </summary>
@@ -350,10 +379,25 @@ namespace OpenSim.Region.Framework.Scenes
350 private Vector3 m_cameraAtOffset; 379 private Vector3 m_cameraAtOffset;
351 private bool m_forceMouselook; 380 private bool m_forceMouselook;
352 381
353 // TODO: Collision sound should have default. 382
383 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
384 private sbyte m_collisionSoundType;
354 private UUID m_collisionSound; 385 private UUID m_collisionSound;
355 private float m_collisionSoundVolume; 386 private float m_collisionSoundVolume;
356 387
388 private int LastColSoundSentTime;
389
390
391 private SOPVehicle m_vehicleParams = null;
392
393 private KeyframeMotion m_keyframeMotion = null;
394
395 public KeyframeMotion KeyframeMotion
396 {
397 get; set;
398 }
399
400
357 #endregion Fields 401 #endregion Fields
358 402
359// ~SceneObjectPart() 403// ~SceneObjectPart()
@@ -383,6 +427,7 @@ namespace OpenSim.Region.Framework.Scenes
383 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 427 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
384 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 428 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
385 m_inventory = new SceneObjectPartInventory(this); 429 m_inventory = new SceneObjectPartInventory(this);
430 LastColSoundSentTime = Util.EnvironmentTickCount();
386 } 431 }
387 432
388 /// <summary> 433 /// <summary>
@@ -397,7 +442,7 @@ namespace OpenSim.Region.Framework.Scenes
397 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 442 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
398 Quaternion rotationOffset, Vector3 offsetPosition) : this() 443 Quaternion rotationOffset, Vector3 offsetPosition) : this()
399 { 444 {
400 m_name = "Primitive"; 445 m_name = "Object";
401 446
402 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 447 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
403 LastOwnerID = CreatorID = OwnerID = ownerID; 448 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -436,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes
436 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); 481 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
437 private uint _groupMask = (uint)PermissionMask.None; 482 private uint _groupMask = (uint)PermissionMask.None;
438 private uint _everyoneMask = (uint)PermissionMask.None; 483 private uint _everyoneMask = (uint)PermissionMask.None;
439 private uint _nextOwnerMask = (uint)PermissionMask.All; 484 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
440 private PrimFlags _flags = PrimFlags.None; 485 private PrimFlags _flags = PrimFlags.None;
441 private DateTime m_expires; 486 private DateTime m_expires;
442 private DateTime m_rezzed; 487 private DateTime m_rezzed;
@@ -530,12 +575,16 @@ namespace OpenSim.Region.Framework.Scenes
530 } 575 }
531 576
532 /// <value> 577 /// <value>
533 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 578 /// Get the inventory list
534 /// </value> 579 /// </value>
535 public TaskInventoryDictionary TaskInventory 580 public TaskInventoryDictionary TaskInventory
536 { 581 {
537 get { return m_inventory.Items; } 582 get {
538 set { m_inventory.Items = value; } 583 return m_inventory.Items;
584 }
585 set {
586 m_inventory.Items = value;
587 }
539 } 588 }
540 589
541 /// <summary> 590 /// <summary>
@@ -585,20 +634,6 @@ namespace OpenSim.Region.Framework.Scenes
585 } 634 }
586 } 635 }
587 636
588 public byte Material
589 {
590 get { return (byte) m_material; }
591 set
592 {
593 m_material = (Material)value;
594
595 PhysicsActor pa = PhysActor;
596
597 if (pa != null)
598 pa.SetMaterial((int)value);
599 }
600 }
601
602 [XmlIgnore] 637 [XmlIgnore]
603 public bool PassTouches 638 public bool PassTouches
604 { 639 {
@@ -624,6 +659,18 @@ namespace OpenSim.Region.Framework.Scenes
624 } 659 }
625 } 660 }
626 661
662 public bool IsSelected
663 {
664 get { return m_isSelected; }
665 set
666 {
667 m_isSelected = value;
668 if (ParentGroup != null)
669 ParentGroup.PartSelectChanged(value);
670 }
671 }
672
673
627 public Dictionary<int, string> CollisionFilter 674 public Dictionary<int, string> CollisionFilter
628 { 675 {
629 get { return m_CollisionFilter; } 676 get { return m_CollisionFilter; }
@@ -692,14 +739,12 @@ namespace OpenSim.Region.Framework.Scenes
692 set { m_LoopSoundSlavePrims = value; } 739 set { m_LoopSoundSlavePrims = value; }
693 } 740 }
694 741
695
696 public Byte[] TextureAnimation 742 public Byte[] TextureAnimation
697 { 743 {
698 get { return m_TextureAnimation; } 744 get { return m_TextureAnimation; }
699 set { m_TextureAnimation = value; } 745 set { m_TextureAnimation = value; }
700 } 746 }
701 747
702
703 public Byte[] ParticleSystem 748 public Byte[] ParticleSystem
704 { 749 {
705 get { return m_particleSystem; } 750 get { return m_particleSystem; }
@@ -736,9 +781,12 @@ namespace OpenSim.Region.Framework.Scenes
736 { 781 {
737 // If this is a linkset, we don't want the physics engine mucking up our group position here. 782 // If this is a linkset, we don't want the physics engine mucking up our group position here.
738 PhysicsActor actor = PhysActor; 783 PhysicsActor actor = PhysActor;
739 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 784 if (ParentID == 0)
740 if (actor != null && ParentID == 0) 785 {
741 m_groupPosition = actor.Position; 786 if (actor != null)
787 m_groupPosition = actor.Position;
788 return m_groupPosition;
789 }
742 790
743 // If I'm an attachment, my position is reported as the position of who I'm attached to 791 // If I'm an attachment, my position is reported as the position of who I'm attached to
744 if (ParentGroup.IsAttachment) 792 if (ParentGroup.IsAttachment)
@@ -748,14 +796,16 @@ namespace OpenSim.Region.Framework.Scenes
748 return sp.AbsolutePosition; 796 return sp.AbsolutePosition;
749 } 797 }
750 798
799 // use root prim's group position. Physics may have updated it
800 if (ParentGroup.RootPart != this)
801 m_groupPosition = ParentGroup.RootPart.GroupPosition;
751 return m_groupPosition; 802 return m_groupPosition;
752 } 803 }
753 set 804 set
754 { 805 {
755 m_groupPosition = value; 806 m_groupPosition = value;
756
757 PhysicsActor actor = PhysActor; 807 PhysicsActor actor = PhysActor;
758 if (actor != null) 808 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
759 { 809 {
760 try 810 try
761 { 811 {
@@ -779,16 +829,6 @@ namespace OpenSim.Region.Framework.Scenes
779 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 829 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
780 } 830 }
781 } 831 }
782
783 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
784 if (SitTargetAvatar != UUID.Zero)
785 {
786 ScenePresence avatar;
787 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
788 {
789 avatar.ParentPosition = GetWorldPosition();
790 }
791 }
792 } 832 }
793 } 833 }
794 834
@@ -797,7 +837,7 @@ namespace OpenSim.Region.Framework.Scenes
797 get { return m_offsetPosition; } 837 get { return m_offsetPosition; }
798 set 838 set
799 { 839 {
800// StoreUndoState(); 840 Vector3 oldpos = m_offsetPosition;
801 m_offsetPosition = value; 841 m_offsetPosition = value;
802 842
803 if (ParentGroup != null && !ParentGroup.IsDeleted) 843 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -809,10 +849,25 @@ namespace OpenSim.Region.Framework.Scenes
809 actor.Orientation = GetWorldRotation(); 849 actor.Orientation = GetWorldRotation();
810 850
811 // Tell the physics engines that this prim changed. 851 // Tell the physics engines that this prim changed.
812 if (ParentGroup.Scene != null) 852 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
813 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 853 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
814 } 854 }
855
856 if (!m_parentGroup.m_dupeInProgress)
857 {
858 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
859 foreach (ScenePresence av in avs)
860 {
861 if (av.ParentID == m_localId)
862 {
863 Vector3 offset = (m_offsetPosition - oldpos);
864 av.AbsolutePosition += offset;
865 av.SendAvatarDataToAllAgents();
866 }
867 }
868 }
815 } 869 }
870 TriggerScriptChangedEvent(Changed.POSITION);
816 } 871 }
817 } 872 }
818 873
@@ -863,7 +918,7 @@ namespace OpenSim.Region.Framework.Scenes
863 918
864 set 919 set
865 { 920 {
866 StoreUndoState(); 921// StoreUndoState();
867 m_rotationOffset = value; 922 m_rotationOffset = value;
868 923
869 PhysicsActor actor = PhysActor; 924 PhysicsActor actor = PhysActor;
@@ -951,19 +1006,36 @@ namespace OpenSim.Region.Framework.Scenes
951 get 1006 get
952 { 1007 {
953 PhysicsActor actor = PhysActor; 1008 PhysicsActor actor = PhysActor;
954 if ((actor != null) && actor.IsPhysical) 1009 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
955 { 1010 {
956 m_angularVelocity = actor.RotationalVelocity; 1011 m_angularVelocity = actor.RotationalVelocity;
957 } 1012 }
958 return m_angularVelocity; 1013 return m_angularVelocity;
959 } 1014 }
960 set { m_angularVelocity = value; } 1015 set
1016 {
1017 m_angularVelocity = value;
1018 PhysicsActor actor = PhysActor;
1019 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1020 {
1021 actor.RotationalVelocity = m_angularVelocity;
1022 }
1023 }
961 } 1024 }
962 1025
963 /// <summary></summary> 1026 /// <summary></summary>
964 public Vector3 Acceleration 1027 public Vector3 Acceleration
965 { 1028 {
966 get { return m_acceleration; } 1029 get
1030 {
1031 PhysicsActor actor = PhysActor;
1032 if (actor != null)
1033 {
1034 m_acceleration = actor.Acceleration;
1035 }
1036 return m_acceleration;
1037 }
1038
967 set { m_acceleration = value; } 1039 set { m_acceleration = value; }
968 } 1040 }
969 1041
@@ -1031,7 +1103,10 @@ namespace OpenSim.Region.Framework.Scenes
1031 public PrimitiveBaseShape Shape 1103 public PrimitiveBaseShape Shape
1032 { 1104 {
1033 get { return m_shape; } 1105 get { return m_shape; }
1034 set { m_shape = value;} 1106 set
1107 {
1108 m_shape = value;
1109 }
1035 } 1110 }
1036 1111
1037 /// <summary> 1112 /// <summary>
@@ -1044,7 +1119,6 @@ namespace OpenSim.Region.Framework.Scenes
1044 { 1119 {
1045 if (m_shape != null) 1120 if (m_shape != null)
1046 { 1121 {
1047 StoreUndoState();
1048 1122
1049 m_shape.Scale = value; 1123 m_shape.Scale = value;
1050 1124
@@ -1112,10 +1186,7 @@ namespace OpenSim.Region.Framework.Scenes
1112 { 1186 {
1113 get 1187 get
1114 { 1188 {
1115 if (ParentGroup.IsAttachment) 1189 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1116 return GroupPosition;
1117
1118 return m_offsetPosition + m_groupPosition;
1119 } 1190 }
1120 } 1191 }
1121 1192
@@ -1284,6 +1355,13 @@ namespace OpenSim.Region.Framework.Scenes
1284 _flags = value; 1355 _flags = value;
1285 } 1356 }
1286 } 1357 }
1358
1359 [XmlIgnore]
1360 public bool IsOccupied // KF If an av is sittingon this prim
1361 {
1362 get { return m_occupied; }
1363 set { m_occupied = value; }
1364 }
1287 1365
1288 /// <summary> 1366 /// <summary>
1289 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1367 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1334,12 +1412,41 @@ namespace OpenSim.Region.Framework.Scenes
1334 set { m_sitAnimation = value; } 1412 set { m_sitAnimation = value; }
1335 } 1413 }
1336 1414
1415 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1416
1417 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1418 // runtime thing.. do not persist
1419 [XmlIgnore]
1420 public sbyte CollisionSoundType
1421 {
1422 get
1423 {
1424 return m_collisionSoundType;
1425 }
1426 set
1427 {
1428 m_collisionSoundType = value;
1429 if (value == -1)
1430 m_collisionSound = invalidCollisionSoundUUID;
1431 else if (value == 0)
1432 m_collisionSound = UUID.Zero;
1433 }
1434 }
1435
1337 public UUID CollisionSound 1436 public UUID CollisionSound
1338 { 1437 {
1339 get { return m_collisionSound; } 1438 get { return m_collisionSound; }
1340 set 1439 set
1341 { 1440 {
1342 m_collisionSound = value; 1441 m_collisionSound = value;
1442
1443 if (value == invalidCollisionSoundUUID)
1444 m_collisionSoundType = -1;
1445 else if (value == UUID.Zero)
1446 m_collisionSoundType = 0;
1447 else
1448 m_collisionSoundType = 1;
1449
1343 aggregateScriptEvents(); 1450 aggregateScriptEvents();
1344 } 1451 }
1345 } 1452 }
@@ -1350,6 +1457,125 @@ namespace OpenSim.Region.Framework.Scenes
1350 set { m_collisionSoundVolume = value; } 1457 set { m_collisionSoundVolume = value; }
1351 } 1458 }
1352 1459
1460 public float Buoyancy
1461 {
1462 get
1463 {
1464 if (ParentGroup.RootPart == this)
1465 return m_buoyancy;
1466
1467 return ParentGroup.RootPart.Buoyancy;
1468 }
1469 set
1470 {
1471 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1472 {
1473 ParentGroup.RootPart.Buoyancy = value;
1474 return;
1475 }
1476 m_buoyancy = value;
1477 if (PhysActor != null)
1478 PhysActor.Buoyancy = value;
1479 }
1480 }
1481
1482 public Vector3 Force
1483 {
1484 get
1485 {
1486 if (ParentGroup.RootPart == this)
1487 return m_force;
1488
1489 return ParentGroup.RootPart.Force;
1490 }
1491
1492 set
1493 {
1494 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1495 {
1496 ParentGroup.RootPart.Force = value;
1497 return;
1498 }
1499 m_force = value;
1500 if (PhysActor != null)
1501 PhysActor.Force = value;
1502 }
1503 }
1504
1505 public Vector3 Torque
1506 {
1507 get
1508 {
1509 if (ParentGroup.RootPart == this)
1510 return m_torque;
1511
1512 return ParentGroup.RootPart.Torque;
1513 }
1514
1515 set
1516 {
1517 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1518 {
1519 ParentGroup.RootPart.Torque = value;
1520 return;
1521 }
1522 m_torque = value;
1523 if (PhysActor != null)
1524 PhysActor.Torque = value;
1525 }
1526 }
1527
1528 public byte Material
1529 {
1530 get { return (byte)m_material; }
1531 set
1532 {
1533 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1534 {
1535 bool update = false;
1536
1537 if (m_material != (Material)value)
1538 {
1539 update = true;
1540 m_material = (Material)value;
1541 }
1542
1543 if (m_friction != SOPMaterialData.friction(m_material))
1544 {
1545 update = true;
1546 m_friction = SOPMaterialData.friction(m_material);
1547 }
1548
1549 if (m_bounce != SOPMaterialData.bounce(m_material))
1550 {
1551 update = true;
1552 m_bounce = SOPMaterialData.bounce(m_material);
1553 }
1554
1555 if (update)
1556 {
1557 if (PhysActor != null)
1558 {
1559 PhysActor.SetMaterial((int)value);
1560 }
1561 if(ParentGroup != null)
1562 ParentGroup.HasGroupChanged = true;
1563 ScheduleFullUpdateIfNone();
1564 UpdatePhysRequired = true;
1565 }
1566 }
1567 }
1568 }
1569
1570 // not a propriety to move to methods place later
1571 private bool HasMesh()
1572 {
1573 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1574 return true;
1575 return false;
1576 }
1577
1578 // not a propriety to move to methods place later
1353 public byte DefaultPhysicsShapeType() 1579 public byte DefaultPhysicsShapeType()
1354 { 1580 {
1355 byte type; 1581 byte type;
@@ -1362,6 +1588,65 @@ namespace OpenSim.Region.Framework.Scenes
1362 return type; 1588 return type;
1363 } 1589 }
1364 1590
1591 [XmlIgnore]
1592 public bool UsesComplexCost
1593 {
1594 get
1595 {
1596 byte pst = PhysicsShapeType;
1597 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1598 return true;
1599 return false;
1600 }
1601 }
1602
1603 [XmlIgnore]
1604 public float PhysicsCost
1605 {
1606 get
1607 {
1608 if(PhysicsShapeType == (byte)PhysShapeType.none)
1609 return 0;
1610
1611 float cost = 0.1f;
1612 if (PhysActor != null)
1613 cost = PhysActor.PhysicsCost;
1614 else
1615 cost = 0.1f;
1616
1617 if ((Flags & PrimFlags.Physics) != 0)
1618 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1619 return cost;
1620 }
1621 }
1622
1623 [XmlIgnore]
1624 public float StreamingCost
1625 {
1626 get
1627 {
1628 float cost;
1629 if (PhysActor != null)
1630 cost = PhysActor.StreamCost;
1631 else
1632 cost = 1.0f;
1633 return 1.0f;
1634 }
1635 }
1636
1637 [XmlIgnore]
1638 public float SimulationCost
1639 {
1640 get
1641 {
1642 // ignoring scripts. Don't like considering them for this
1643 if((Flags & PrimFlags.Physics) != 0)
1644 return 1.0f;
1645
1646 return 0.5f;
1647 }
1648 }
1649
1365 public byte PhysicsShapeType 1650 public byte PhysicsShapeType
1366 { 1651 {
1367 get { return m_physicsShapeType; } 1652 get { return m_physicsShapeType; }
@@ -1395,11 +1680,14 @@ namespace OpenSim.Region.Framework.Scenes
1395 } 1680 }
1396 else if (PhysActor == null) 1681 else if (PhysActor == null)
1397 { 1682 {
1398 ApplyPhysics((uint)Flags, VolumeDetectActive); 1683 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1684 UpdatePhysicsSubscribedEvents();
1399 } 1685 }
1400 else 1686 else
1401 { 1687 {
1402 PhysActor.PhysicsShapeType = m_physicsShapeType; 1688 PhysActor.PhysicsShapeType = m_physicsShapeType;
1689// if (Shape.SculptEntry)
1690// CheckSculptAndLoad();
1403 } 1691 }
1404 1692
1405 if (ParentGroup != null) 1693 if (ParentGroup != null)
@@ -1501,6 +1789,7 @@ namespace OpenSim.Region.Framework.Scenes
1501 } 1789 }
1502 } 1790 }
1503 1791
1792
1504 #endregion Public Properties with only Get 1793 #endregion Public Properties with only Get
1505 1794
1506 private uint ApplyMask(uint val, bool set, uint mask) 1795 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1646,6 +1935,61 @@ namespace OpenSim.Region.Framework.Scenes
1646 } 1935 }
1647 } 1936 }
1648 1937
1938 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1939 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1940 {
1941 if (ParentGroup == null || ParentGroup.IsDeleted)
1942 return;
1943
1944 if (ParentGroup.IsAttachment)
1945 return; // don't work on attachments (for now ??)
1946
1947 SceneObjectPart root = ParentGroup.RootPart;
1948
1949 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1950 return;
1951
1952 PhysicsActor pa = root.PhysActor;
1953
1954 if (pa == null || !pa.IsPhysical)
1955 return;
1956
1957 if (localGlobalTF)
1958 {
1959 pVel = pVel * GetWorldRotation();
1960 }
1961
1962 ParentGroup.Velocity = pVel;
1963 }
1964
1965 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1966 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1967 {
1968 if (ParentGroup == null || ParentGroup.IsDeleted)
1969 return;
1970
1971 if (ParentGroup.IsAttachment)
1972 return; // don't work on attachments (for now ??)
1973
1974 SceneObjectPart root = ParentGroup.RootPart;
1975
1976 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1977 return;
1978
1979 PhysicsActor pa = root.PhysActor;
1980
1981 if (pa == null || !pa.IsPhysical)
1982 return;
1983
1984 if (localGlobalTF)
1985 {
1986 pAngVel = pAngVel * GetWorldRotation();
1987 }
1988
1989 root.AngularVelocity = pAngVel;
1990 }
1991
1992
1649 /// <summary> 1993 /// <summary>
1650 /// hook to the physics scene to apply angular impulse 1994 /// hook to the physics scene to apply angular impulse
1651 /// This is sent up to the group, which then finds the root prim 1995 /// This is sent up to the group, which then finds the root prim
@@ -1666,7 +2010,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 impulse = newimpulse; 2010 impulse = newimpulse;
1667 } 2011 }
1668 2012
1669 ParentGroup.applyAngularImpulse(impulse); 2013 ParentGroup.ApplyAngularImpulse(impulse);
1670 } 2014 }
1671 2015
1672 /// <summary> 2016 /// <summary>
@@ -1676,20 +2020,24 @@ namespace OpenSim.Region.Framework.Scenes
1676 /// </summary> 2020 /// </summary>
1677 /// <param name="impulsei">Vector force</param> 2021 /// <param name="impulsei">Vector force</param>
1678 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2022 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1679 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2023
2024 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2025 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1680 { 2026 {
1681 Vector3 impulse = impulsei; 2027 Vector3 torque = torquei;
1682 2028
1683 if (localGlobalTF) 2029 if (localGlobalTF)
1684 { 2030 {
2031/*
1685 Quaternion grot = GetWorldRotation(); 2032 Quaternion grot = GetWorldRotation();
1686 Quaternion AXgrot = grot; 2033 Quaternion AXgrot = grot;
1687 Vector3 AXimpulsei = impulsei; 2034 Vector3 AXimpulsei = impulsei;
1688 Vector3 newimpulse = AXimpulsei * AXgrot; 2035 Vector3 newimpulse = AXimpulsei * AXgrot;
1689 impulse = newimpulse; 2036 */
2037 torque *= GetWorldRotation();
1690 } 2038 }
1691 2039
1692 ParentGroup.setAngularImpulse(impulse); 2040 Torque = torque;
1693 } 2041 }
1694 2042
1695 /// <summary> 2043 /// <summary>
@@ -1697,7 +2045,9 @@ namespace OpenSim.Region.Framework.Scenes
1697 /// </summary> 2045 /// </summary>
1698 /// <param name="rootObjectFlags"></param> 2046 /// <param name="rootObjectFlags"></param>
1699 /// <param name="VolumeDetectActive"></param> 2047 /// <param name="VolumeDetectActive"></param>
1700 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2048 /// <param name="building"></param>
2049
2050 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1701 { 2051 {
1702 VolumeDetectActive = _VolumeDetectActive; 2052 VolumeDetectActive = _VolumeDetectActive;
1703 2053
@@ -1707,8 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1707 if (PhysicsShapeType == (byte)PhysShapeType.none) 2057 if (PhysicsShapeType == (byte)PhysShapeType.none)
1708 return; 2058 return;
1709 2059
1710 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2060 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1711 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2061 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1712 2062
1713 if (_VolumeDetectActive) 2063 if (_VolumeDetectActive)
1714 isPhantom = true; 2064 isPhantom = true;
@@ -1722,7 +2072,8 @@ namespace OpenSim.Region.Framework.Scenes
1722 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2072 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1723 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2073 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1724 { 2074 {
1725 AddToPhysics(isPhysical, isPhantom, isPhysical); 2075 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2076 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1726 } 2077 }
1727 else 2078 else
1728 PhysActor = null; // just to be sure 2079 PhysActor = null; // just to be sure
@@ -1777,6 +2128,12 @@ namespace OpenSim.Region.Framework.Scenes
1777 dupe.Category = Category; 2128 dupe.Category = Category;
1778 dupe.m_rezzed = m_rezzed; 2129 dupe.m_rezzed = m_rezzed;
1779 2130
2131 dupe.m_UndoRedo = null;
2132 dupe.m_isSelected = false;
2133
2134 dupe.IgnoreUndoUpdate = false;
2135 dupe.Undoing = false;
2136
1780 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2137 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1781 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2138 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1782 2139
@@ -1792,6 +2149,7 @@ namespace OpenSim.Region.Framework.Scenes
1792 2149
1793 // Move afterwards ResetIDs as it clears the localID 2150 // Move afterwards ResetIDs as it clears the localID
1794 dupe.LocalId = localID; 2151 dupe.LocalId = localID;
2152
1795 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2153 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1796 dupe.LastOwnerID = OwnerID; 2154 dupe.LastOwnerID = OwnerID;
1797 2155
@@ -1799,6 +2157,8 @@ namespace OpenSim.Region.Framework.Scenes
1799 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2157 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1800 dupe.Shape.ExtraParams = extraP; 2158 dupe.Shape.ExtraParams = extraP;
1801 2159
2160 // safeguard actual copy is done in sog.copy
2161 dupe.KeyframeMotion = null;
1802 dupe.PayPrice = (int[])PayPrice.Clone(); 2162 dupe.PayPrice = (int[])PayPrice.Clone();
1803 2163
1804 dupe.DynAttrs.CopyFrom(DynAttrs); 2164 dupe.DynAttrs.CopyFrom(DynAttrs);
@@ -1814,8 +2174,12 @@ namespace OpenSim.Region.Framework.Scenes
1814*/ 2174*/
1815 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2175 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1816 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2176 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2177// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1817 } 2178 }
1818 2179
2180 if (dupe.PhysActor != null)
2181 dupe.PhysActor.LocalID = localID;
2182
1819 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2183 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1820 2184
1821// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2185// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1834,10 +2198,10 @@ namespace OpenSim.Region.Framework.Scenes
1834 { 2198 {
1835 if (asset != null) 2199 if (asset != null)
1836 SculptTextureCallback(asset); 2200 SculptTextureCallback(asset);
1837 else 2201// else
1838 m_log.WarnFormat( 2202// m_log.WarnFormat(
1839 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2203// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1840 Name, UUID, id); 2204// Name, UUID, id);
1841 } 2205 }
1842*/ 2206*/
1843 /// <summary> 2207 /// <summary>
@@ -1936,6 +2300,7 @@ namespace OpenSim.Region.Framework.Scenes
1936 2300
1937 /// <summary> 2301 /// <summary>
1938 /// Do a physics propery update for this part. 2302 /// Do a physics propery update for this part.
2303 /// now also updates phantom and volume detector
1939 /// </summary> 2304 /// </summary>
1940 /// <param name="UsePhysics"></param> 2305 /// <param name="UsePhysics"></param>
1941 /// <param name="isNew"></param> 2306 /// <param name="isNew"></param>
@@ -1961,61 +2326,69 @@ namespace OpenSim.Region.Framework.Scenes
1961 { 2326 {
1962 if (pa.IsPhysical) // implies UsePhysics==false for this block 2327 if (pa.IsPhysical) // implies UsePhysics==false for this block
1963 { 2328 {
1964 if (!isNew) 2329 if (!isNew) // implies UsePhysics==false for this block
2330 {
1965 ParentGroup.Scene.RemovePhysicalPrim(1); 2331 ParentGroup.Scene.RemovePhysicalPrim(1);
1966 2332
1967 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2333 Velocity = new Vector3(0, 0, 0);
1968 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2334 Acceleration = new Vector3(0, 0, 0);
1969 pa.delink(); 2335 if (ParentGroup.RootPart == this)
2336 AngularVelocity = new Vector3(0, 0, 0);
1970 2337
1971 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2338 if (pa.Phantom && !VolumeDetectActive)
1972 { 2339 {
1973 // destroy all joints connected to this now deactivated body 2340 RemoveFromPhysics();
1974 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2341 return;
1975 } 2342 }
1976 2343
1977 // stop client-side interpolation of all joint proxy objects that have just been deleted 2344 pa.IsPhysical = UsePhysics;
1978 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2345 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1979 // which stops client-side interpolation of deactivated joint proxy objects. 2346 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2347 pa.delink();
2348 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2349 {
2350 // destroy all joints connected to this now deactivated body
2351 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2352 }
2353 }
1980 } 2354 }
1981 2355
1982 if (!UsePhysics && !isNew) 2356 if (pa.IsPhysical != UsePhysics)
1983 { 2357 pa.IsPhysical = UsePhysics;
1984 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1985 // prim still has velocity and continues to interpolate its position along the old
1986 // velocity-vector.
1987 Velocity = new Vector3(0, 0, 0);
1988 Acceleration = new Vector3(0, 0, 0);
1989 AngularVelocity = new Vector3(0, 0, 0);
1990 //RotationalVelocity = new Vector3(0, 0, 0);
1991 }
1992 2358
1993 pa.IsPhysical = UsePhysics; 2359 if (UsePhysics)
2360 {
2361 if (ParentGroup.RootPart.KeyframeMotion != null)
2362 ParentGroup.RootPart.KeyframeMotion.Stop();
2363 ParentGroup.RootPart.KeyframeMotion = null;
2364 ParentGroup.Scene.AddPhysicalPrim(1);
1994 2365
1995 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2366 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1996 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2367 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1997 /// that's not wholesome. Had to make Scene public
1998 //PhysActor = null;
1999 2368
2000 if ((Flags & PrimFlags.Phantom) == 0) 2369 if (ParentID != 0 && ParentID != LocalId)
2001 {
2002 if (UsePhysics)
2003 { 2370 {
2004 ParentGroup.Scene.AddPhysicalPrim(1); 2371 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2005 2372
2006 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2373 if (parentPa != null)
2007 pa.OnOutOfBounds += PhysicsOutOfBounds;
2008 if (ParentID != 0 && ParentID != LocalId)
2009 { 2374 {
2010 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2375 pa.link(parentPa);
2011
2012 if (parentPa != null)
2013 {
2014 pa.link(parentPa);
2015 }
2016 } 2376 }
2017 } 2377 }
2018 } 2378 }
2379 }
2380
2381 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2382 if (pa.Phantom != phan)
2383 pa.Phantom = phan;
2384
2385// some engines dont' have this check still
2386// if (VolumeDetectActive != pa.IsVolumeDtc)
2387 {
2388 if (VolumeDetectActive)
2389 pa.SetVolumeDetect(1);
2390 else
2391 pa.SetVolumeDetect(0);
2019 } 2392 }
2020 2393
2021 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2394 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2134,42 +2507,63 @@ namespace OpenSim.Region.Framework.Scenes
2134 2507
2135 public Vector3 GetGeometricCenter() 2508 public Vector3 GetGeometricCenter()
2136 { 2509 {
2510 // this is not real geometric center but a average of positions relative to root prim acording to
2511 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2512 // ignoring tortured prims details since sl also seems to ignore
2513 // so no real use in doing it on physics
2514 if (ParentGroup.IsDeleted)
2515 return new Vector3(0, 0, 0);
2516
2517 return ParentGroup.GetGeometricCenter();
2518 }
2519
2520 public float GetMass()
2521 {
2137 PhysicsActor pa = PhysActor; 2522 PhysicsActor pa = PhysActor;
2138 2523
2139 if (pa != null) 2524 if (pa != null)
2140 return pa.GeometricCenter; 2525 return pa.Mass;
2141 else 2526 else
2142 return Vector3.Zero; 2527 return 0;
2143 } 2528 }
2144 2529
2145 public Vector3 GetCenterOfMass() 2530 public Vector3 GetCenterOfMass()
2146 { 2531 {
2532 if (ParentGroup.RootPart == this)
2533 {
2534 if (ParentGroup.IsDeleted)
2535 return AbsolutePosition;
2536 return ParentGroup.GetCenterOfMass();
2537 }
2538
2147 PhysicsActor pa = PhysActor; 2539 PhysicsActor pa = PhysActor;
2148 2540
2149 if (pa != null) 2541 if (pa != null)
2150 return pa.CenterOfMass; 2542 {
2543 Vector3 tmp = pa.CenterOfMass;
2544 return tmp;
2545 }
2151 else 2546 else
2152 return Vector3.Zero; 2547 return AbsolutePosition;
2153 } 2548 }
2154 2549
2155 public float GetMass() 2550 public Vector3 GetPartCenterOfMass()
2156 { 2551 {
2157 PhysicsActor pa = PhysActor; 2552 PhysicsActor pa = PhysActor;
2158 2553
2159 if (pa != null) 2554 if (pa != null)
2160 return pa.Mass; 2555 {
2556 Vector3 tmp = pa.CenterOfMass;
2557 return tmp;
2558 }
2161 else 2559 else
2162 return 0; 2560 return AbsolutePosition;
2163 } 2561 }
2164 2562
2563
2165 public Vector3 GetForce() 2564 public Vector3 GetForce()
2166 { 2565 {
2167 PhysicsActor pa = PhysActor; 2566 return Force;
2168
2169 if (pa != null)
2170 return pa.Force;
2171 else
2172 return Vector3.Zero;
2173 } 2567 }
2174 2568
2175 /// <summary> 2569 /// <summary>
@@ -2384,15 +2778,25 @@ namespace OpenSim.Region.Framework.Scenes
2384 2778
2385 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2779 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2386 { 2780 {
2387 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2781 bool sendToRoot = true;
2388 {
2389 ColliderArgs LandCollidingMessage = new ColliderArgs();
2390 List<DetectedObject> colliding = new List<DetectedObject>();
2391
2392 colliding.Add(CreateDetObjectForGround());
2393 LandCollidingMessage.Colliders = colliding;
2394 2782
2783 ColliderArgs LandCollidingMessage = new ColliderArgs();
2784 List<DetectedObject> colliding = new List<DetectedObject>();
2785
2786 colliding.Add(CreateDetObjectForGround());
2787 LandCollidingMessage.Colliders = colliding;
2788
2789 if (Inventory.ContainsScripts())
2790 {
2791 if (!PassCollisions)
2792 sendToRoot = false;
2793 }
2794 if ((ScriptEvents & ev) != 0)
2395 notify(LocalId, LandCollidingMessage); 2795 notify(LocalId, LandCollidingMessage);
2796
2797 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2798 {
2799 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2396 } 2800 }
2397 } 2801 }
2398 2802
@@ -2408,57 +2812,120 @@ namespace OpenSim.Region.Framework.Scenes
2408 List<uint> endedColliders = new List<uint>(); 2812 List<uint> endedColliders = new List<uint>();
2409 List<uint> startedColliders = new List<uint>(); 2813 List<uint> startedColliders = new List<uint>();
2410 2814
2411 // calculate things that started colliding this time 2815 if (collissionswith.Count == 0)
2412 // and build up list of colliders this time
2413 foreach (uint localid in collissionswith.Keys)
2414 { 2816 {
2415 thisHitColliders.Add(localid); 2817 if (m_lastColliders.Count == 0)
2416 if (!m_lastColliders.Contains(localid)) 2818 return; // nothing to do
2417 startedColliders.Add(localid);
2418 }
2419 2819
2420 // calculate things that ended colliding 2820 foreach (uint localID in m_lastColliders)
2421 foreach (uint localID in m_lastColliders) 2821 {
2422 {
2423 if (!thisHitColliders.Contains(localID))
2424 endedColliders.Add(localID); 2822 endedColliders.Add(localID);
2823 }
2824 m_lastColliders.Clear();
2425 } 2825 }
2426 2826
2427 //add the items that started colliding this time to the last colliders list. 2827 else
2428 foreach (uint localID in startedColliders) 2828 {
2429 m_lastColliders.Add(localID); 2829 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2430 2830
2431 // remove things that ended colliding from the last colliders list 2831 // calculate things that started colliding this time
2432 foreach (uint localID in endedColliders) 2832 // and build up list of colliders this time
2433 m_lastColliders.Remove(localID); 2833 if (!VolumeDetectActive && CollisionSoundType >= 0)
2834 {
2835 CollisionForSoundInfo soundinfo;
2836 ContactPoint curcontact;
2434 2837
2435 // play the sound. 2838 foreach (uint id in collissionswith.Keys)
2436 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2839 {
2437 { 2840 thisHitColliders.Add(id);
2438 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2841 if (!m_lastColliders.Contains(id))
2439 if (soundModule != null) 2842 {
2843 startedColliders.Add(id);
2844
2845 curcontact = collissionswith[id];
2846 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2847 {
2848 soundinfo = new CollisionForSoundInfo();
2849 soundinfo.colliderID = id;
2850 soundinfo.position = curcontact.Position;
2851 soundinfo.relativeVel = curcontact.RelativeSpeed;
2852 soundinfolist.Add(soundinfo);
2853 }
2854 }
2855 }
2856 }
2857 else
2858 {
2859 foreach (uint id in collissionswith.Keys)
2860 {
2861 thisHitColliders.Add(id);
2862 if (!m_lastColliders.Contains(id))
2863 startedColliders.Add(id);
2864 }
2865 }
2866
2867 // calculate things that ended colliding
2868 foreach (uint localID in m_lastColliders)
2440 { 2869 {
2441 soundModule.SendSound(UUID, CollisionSound, 2870 if (!thisHitColliders.Contains(localID))
2442 CollisionSoundVolume, true, 0, 0, false, 2871 endedColliders.Add(localID);
2443 false);
2444 } 2872 }
2873
2874 //add the items that started colliding this time to the last colliders list.
2875 foreach (uint localID in startedColliders)
2876 m_lastColliders.Add(localID);
2877
2878 // remove things that ended colliding from the last colliders list
2879 foreach (uint localID in endedColliders)
2880 m_lastColliders.Remove(localID);
2881
2882 // play sounds.
2883 if (soundinfolist.Count > 0)
2884 CollisionSounds.PartCollisionSound(this, soundinfolist);
2445 } 2885 }
2446 2886
2447 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2887 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2448 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2888 if (!VolumeDetectActive)
2889 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2449 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2890 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2450 2891
2451 if (startedColliders.Contains(0)) 2892 if (startedColliders.Contains(0))
2452 { 2893 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2453 if (m_lastColliders.Contains(0)) 2894 if (m_lastColliders.Contains(0))
2454 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2895 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2455 else
2456 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2457 }
2458 if (endedColliders.Contains(0)) 2896 if (endedColliders.Contains(0))
2459 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2897 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2460 } 2898 }
2461 2899
2900 // The Collision sounds code calls this
2901 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2902 {
2903 if (soundID == UUID.Zero)
2904 return;
2905
2906 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2907 if (soundModule == null)
2908 return;
2909
2910 if (volume > 1)
2911 volume = 1;
2912 if (volume < 0)
2913 volume = 0;
2914
2915 int now = Util.EnvironmentTickCount();
2916 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2917 return;
2918
2919 LastColSoundSentTime = now;
2920
2921 UUID ownerID = OwnerID;
2922 UUID objectID = ParentGroup.RootPart.UUID;
2923 UUID parentID = ParentGroup.UUID;
2924 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2925
2926 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2927 }
2928
2462 public void PhysicsOutOfBounds(Vector3 pos) 2929 public void PhysicsOutOfBounds(Vector3 pos)
2463 { 2930 {
2464 // Note: This is only being called on the root prim at this time. 2931 // Note: This is only being called on the root prim at this time.
@@ -2480,9 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
2480 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2947 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2481 2948
2482 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2949 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2483 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2950 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2484 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2951 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2485 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2952 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2486 { 2953 {
2487 ParentGroup.AbsolutePosition = newpos; 2954 ParentGroup.AbsolutePosition = newpos;
2488 return; 2955 return;
@@ -2767,6 +3234,14 @@ namespace OpenSim.Region.Framework.Scenes
2767 if (ParentGroup == null) 3234 if (ParentGroup == null)
2768 return; 3235 return;
2769 3236
3237 // Update the "last" values
3238 m_lastPosition = OffsetPosition;
3239 m_lastRotation = RotationOffset;
3240 m_lastVelocity = Velocity;
3241 m_lastAcceleration = Acceleration;
3242 m_lastAngularVelocity = AngularVelocity;
3243 m_lastUpdateSentTime = Environment.TickCount;
3244
2770 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3245 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2771 { 3246 {
2772 SendFullUpdate(avatar.ControllingClient); 3247 SendFullUpdate(avatar.ControllingClient);
@@ -2825,8 +3300,8 @@ namespace OpenSim.Region.Framework.Scenes
2825 { 3300 {
2826 const float ROTATION_TOLERANCE = 0.01f; 3301 const float ROTATION_TOLERANCE = 0.01f;
2827 const float VELOCITY_TOLERANCE = 0.001f; 3302 const float VELOCITY_TOLERANCE = 0.001f;
2828 const float POSITION_TOLERANCE = 0.05f; 3303 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2829 const int TIME_MS_TOLERANCE = 3000; 3304 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2830 3305
2831 switch (UpdateFlag) 3306 switch (UpdateFlag)
2832 { 3307 {
@@ -2840,17 +3315,10 @@ namespace OpenSim.Region.Framework.Scenes
2840 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3315 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2841 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3316 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2842 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3317 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2843 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3318 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2844 { 3319 {
2845 SendTerseUpdateToAllClients(); 3320 SendTerseUpdateToAllClients();
2846 3321
2847 // Update the "last" values
2848 m_lastPosition = OffsetPosition;
2849 m_lastRotation = RotationOffset;
2850 m_lastVelocity = Velocity;
2851 m_lastAcceleration = Acceleration;
2852 m_lastAngularVelocity = AngularVelocity;
2853 m_lastTerseSent = Environment.TickCount;
2854 } 3322 }
2855 break; 3323 break;
2856 } 3324 }
@@ -2868,6 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes
2868 /// </summary> 3336 /// </summary>
2869 public void SendTerseUpdateToAllClients() 3337 public void SendTerseUpdateToAllClients()
2870 { 3338 {
3339 if (ParentGroup == null || ParentGroup.Scene == null)
3340 return;
3341
3342 // Update the "last" values
3343 m_lastPosition = OffsetPosition;
3344 m_lastRotation = RotationOffset;
3345 m_lastVelocity = Velocity;
3346 m_lastAcceleration = Acceleration;
3347 m_lastAngularVelocity = AngularVelocity;
3348 m_lastUpdateSentTime = Environment.TickCount;
3349
2871 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3350 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2872 { 3351 {
2873 SendTerseUpdateToClient(client); 3352 SendTerseUpdateToClient(client);
@@ -2891,10 +3370,13 @@ namespace OpenSim.Region.Framework.Scenes
2891 3370
2892 public void SetBuoyancy(float fvalue) 3371 public void SetBuoyancy(float fvalue)
2893 { 3372 {
2894 PhysicsActor pa = PhysActor; 3373 Buoyancy = fvalue;
2895 3374/*
2896 if (pa != null) 3375 if (PhysActor != null)
2897 pa.Buoyancy = fvalue; 3376 {
3377 PhysActor.Buoyancy = fvalue;
3378 }
3379 */
2898 } 3380 }
2899 3381
2900 public void SetDieAtEdge(bool p) 3382 public void SetDieAtEdge(bool p)
@@ -2910,47 +3392,111 @@ namespace OpenSim.Region.Framework.Scenes
2910 PhysicsActor pa = PhysActor; 3392 PhysicsActor pa = PhysActor;
2911 3393
2912 if (pa != null) 3394 if (pa != null)
2913 pa.FloatOnWater = floatYN == 1; 3395 pa.FloatOnWater = (floatYN == 1);
2914 } 3396 }
2915 3397
2916 public void SetForce(Vector3 force) 3398 public void SetForce(Vector3 force)
2917 { 3399 {
2918 PhysicsActor pa = PhysActor; 3400 Force = force;
3401 }
2919 3402
2920 if (pa != null) 3403 public SOPVehicle VehicleParams
2921 pa.Force = force; 3404 {
3405 get
3406 {
3407 return m_vehicleParams;
3408 }
3409 set
3410 {
3411 m_vehicleParams = value;
3412 }
3413 }
3414
3415
3416 public int VehicleType
3417 {
3418 get
3419 {
3420 if (m_vehicleParams == null)
3421 return (int)Vehicle.TYPE_NONE;
3422 else
3423 return (int)m_vehicleParams.Type;
3424 }
3425 set
3426 {
3427 SetVehicleType(value);
3428 }
2922 } 3429 }
2923 3430
2924 public void SetVehicleType(int type) 3431 public void SetVehicleType(int type)
2925 { 3432 {
2926 PhysicsActor pa = PhysActor; 3433 m_vehicleParams = null;
3434
3435 if (type == (int)Vehicle.TYPE_NONE)
3436 {
3437 if (_parentID ==0 && PhysActor != null)
3438 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3439 return;
3440 }
3441 m_vehicleParams = new SOPVehicle();
3442 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3443 {
3444 if (_parentID ==0 && PhysActor != null)
3445 PhysActor.VehicleType = type;
3446 return;
3447 }
3448 }
2927 3449
2928 if (pa != null) 3450 public void SetVehicleFlags(int param, bool remove)
2929 pa.VehicleType = type; 3451 {
3452 if (m_vehicleParams == null)
3453 return;
3454
3455 m_vehicleParams.ProcessVehicleFlags(param, remove);
3456
3457 if (_parentID ==0 && PhysActor != null)
3458 {
3459 PhysActor.VehicleFlags(param, remove);
3460 }
2930 } 3461 }
2931 3462
2932 public void SetVehicleFloatParam(int param, float value) 3463 public void SetVehicleFloatParam(int param, float value)
2933 { 3464 {
2934 PhysicsActor pa = PhysActor; 3465 if (m_vehicleParams == null)
3466 return;
2935 3467
2936 if (pa != null) 3468 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2937 pa.VehicleFloatParam(param, value); 3469
3470 if (_parentID == 0 && PhysActor != null)
3471 {
3472 PhysActor.VehicleFloatParam(param, value);
3473 }
2938 } 3474 }
2939 3475
2940 public void SetVehicleVectorParam(int param, Vector3 value) 3476 public void SetVehicleVectorParam(int param, Vector3 value)
2941 { 3477 {
2942 PhysicsActor pa = PhysActor; 3478 if (m_vehicleParams == null)
3479 return;
2943 3480
2944 if (pa != null) 3481 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2945 pa.VehicleVectorParam(param, value); 3482
3483 if (_parentID == 0 && PhysActor != null)
3484 {
3485 PhysActor.VehicleVectorParam(param, value);
3486 }
2946 } 3487 }
2947 3488
2948 public void SetVehicleRotationParam(int param, Quaternion rotation) 3489 public void SetVehicleRotationParam(int param, Quaternion rotation)
2949 { 3490 {
2950 PhysicsActor pa = PhysActor; 3491 if (m_vehicleParams == null)
3492 return;
2951 3493
2952 if (pa != null) 3494 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2953 pa.VehicleRotationParam(param, rotation); 3495
3496 if (_parentID == 0 && PhysActor != null)
3497 {
3498 PhysActor.VehicleRotationParam(param, rotation);
3499 }
2954 } 3500 }
2955 3501
2956 /// <summary> 3502 /// <summary>
@@ -3151,14 +3697,6 @@ namespace OpenSim.Region.Framework.Scenes
3151 hasProfileCut = hasDimple; // is it the same thing? 3697 hasProfileCut = hasDimple; // is it the same thing?
3152 } 3698 }
3153 3699
3154 public void SetVehicleFlags(int param, bool remove)
3155 {
3156 PhysicsActor pa = PhysActor;
3157
3158 if (pa != null)
3159 pa.VehicleFlags(param, remove);
3160 }
3161
3162 public void SetGroup(UUID groupID, IClientAPI client) 3700 public void SetGroup(UUID groupID, IClientAPI client)
3163 { 3701 {
3164 // Scene.AddNewPrims() calls with client == null so can't use this. 3702 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3262,71 +3800,20 @@ namespace OpenSim.Region.Framework.Scenes
3262 { 3800 {
3263 ParentGroup.stopMoveToTarget(); 3801 ParentGroup.stopMoveToTarget();
3264 3802
3265 ParentGroup.ScheduleGroupForTerseUpdate(); 3803// ParentGroup.ScheduleGroupForTerseUpdate();
3266 //ParentGroup.ScheduleGroupForFullUpdate(); 3804 //ParentGroup.ScheduleGroupForFullUpdate();
3267 } 3805 }
3268 3806
3269 public void StoreUndoState() 3807 public void StoreUndoState(ObjectChangeType change)
3270 {
3271 StoreUndoState(false);
3272 }
3273
3274 public void StoreUndoState(bool forGroup)
3275 { 3808 {
3276 if (ParentGroup == null || ParentGroup.Scene == null) 3809 if (m_UndoRedo == null)
3277 return; 3810 m_UndoRedo = new UndoRedoState(5);
3278
3279 if (Undoing)
3280 {
3281// m_log.DebugFormat(
3282// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3283 return;
3284 }
3285
3286 if (IgnoreUndoUpdate)
3287 {
3288// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3289 return;
3290 }
3291 3811
3292 lock (m_undo) 3812 lock (m_UndoRedo)
3293 { 3813 {
3294 if (m_undo.Count > 0) 3814 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3295 { 3815 {
3296 UndoState last = m_undo[m_undo.Count - 1]; 3816 m_UndoRedo.StoreUndo(this, change);
3297 if (last != null)
3298 {
3299 // TODO: May need to fix for group comparison
3300 if (last.Compare(this))
3301 {
3302// m_log.DebugFormat(
3303// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3304// Name, LocalId, m_undo.Count);
3305
3306 return;
3307 }
3308 }
3309 }
3310
3311// m_log.DebugFormat(
3312// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3313// Name, LocalId, forGroup, m_undo.Count);
3314
3315 if (ParentGroup.Scene.MaxUndoCount > 0)
3316 {
3317 UndoState nUndo = new UndoState(this, forGroup);
3318
3319 m_undo.Add(nUndo);
3320
3321 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3322 m_undo.RemoveAt(0);
3323
3324 if (m_redo.Count > 0)
3325 m_redo.Clear();
3326
3327// m_log.DebugFormat(
3328// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3329// Name, LocalId, forGroup, m_undo.Count);
3330 } 3817 }
3331 } 3818 }
3332 } 3819 }
@@ -3338,88 +3825,46 @@ namespace OpenSim.Region.Framework.Scenes
3338 { 3825 {
3339 get 3826 get
3340 { 3827 {
3341 lock (m_undo) 3828 if (m_UndoRedo == null)
3342 return m_undo.Count; 3829 return 0;
3830 return m_UndoRedo.Count;
3343 } 3831 }
3344 } 3832 }
3345 3833
3346 public void Undo() 3834 public void Undo()
3347 { 3835 {
3348 lock (m_undo) 3836 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3349 { 3837 return;
3350// m_log.DebugFormat(
3351// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3352// Name, LocalId, m_undo.Count);
3353
3354 if (m_undo.Count > 0)
3355 {
3356 UndoState goback = m_undo[m_undo.Count - 1];
3357 m_undo.RemoveAt(m_undo.Count - 1);
3358
3359 UndoState nUndo = null;
3360
3361 if (ParentGroup.Scene.MaxUndoCount > 0)
3362 {
3363 nUndo = new UndoState(this, goback.ForGroup);
3364 }
3365
3366 goback.PlaybackState(this);
3367
3368 if (nUndo != null)
3369 {
3370 m_redo.Add(nUndo);
3371
3372 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3373 m_redo.RemoveAt(0);
3374 }
3375 }
3376 3838
3377// m_log.DebugFormat( 3839 lock (m_UndoRedo)
3378// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3840 {
3379// Name, LocalId, m_undo.Count); 3841 Undoing = true;
3842 m_UndoRedo.Undo(this);
3843 Undoing = false;
3380 } 3844 }
3381 } 3845 }
3382 3846
3383 public void Redo() 3847 public void Redo()
3384 { 3848 {
3385 lock (m_undo) 3849 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3386 { 3850 return;
3387// m_log.DebugFormat(
3388// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3389// Name, LocalId, m_redo.Count);
3390
3391 if (m_redo.Count > 0)
3392 {
3393 UndoState gofwd = m_redo[m_redo.Count - 1];
3394 m_redo.RemoveAt(m_redo.Count - 1);
3395
3396 if (ParentGroup.Scene.MaxUndoCount > 0)
3397 {
3398 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3399
3400 m_undo.Add(nUndo);
3401
3402 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3403 m_undo.RemoveAt(0);
3404 }
3405
3406 gofwd.PlayfwdState(this);
3407 3851
3408// m_log.DebugFormat( 3852 lock (m_UndoRedo)
3409// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3853 {
3410// Name, LocalId, m_redo.Count); 3854 Undoing = true;
3411 } 3855 m_UndoRedo.Redo(this);
3856 Undoing = false;
3412 } 3857 }
3413 } 3858 }
3414 3859
3415 public void ClearUndoState() 3860 public void ClearUndoState()
3416 { 3861 {
3417// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3862 if (m_UndoRedo == null || Undoing)
3863 return;
3418 3864
3419 lock (m_undo) 3865 lock (m_UndoRedo)
3420 { 3866 {
3421 m_undo.Clear(); 3867 m_UndoRedo.Clear();
3422 m_redo.Clear();
3423 } 3868 }
3424 } 3869 }
3425 3870
@@ -3971,7 +4416,7 @@ namespace OpenSim.Region.Framework.Scenes
3971 if (god) 4416 if (god)
3972 { 4417 {
3973 BaseMask = ApplyMask(BaseMask, set, mask); 4418 BaseMask = ApplyMask(BaseMask, set, mask);
3974 Inventory.ApplyGodPermissions(_baseMask); 4419 Inventory.ApplyGodPermissions(BaseMask);
3975 } 4420 }
3976 4421
3977 break; 4422 break;
@@ -4002,7 +4447,7 @@ namespace OpenSim.Region.Framework.Scenes
4002 } 4447 }
4003 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4448 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4004 baseMask; 4449 baseMask;
4005 // Prevent the client from creating no mod, no copy 4450 // Prevent the client from creating no copy, no transfer
4006 // objects 4451 // objects
4007 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4452 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4008 NextOwnerMask |= (uint)PermissionMask.Transfer; 4453 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4020,20 +4465,20 @@ namespace OpenSim.Region.Framework.Scenes
4020 { 4465 {
4021 bool update = false; 4466 bool update = false;
4022 4467
4023 if (BaseMask != source.BaseMask || 4468 uint prevOwnerMask = OwnerMask;
4024 OwnerMask != source.OwnerMask || 4469 uint prevGroupMask = GroupMask;
4025 GroupMask != source.GroupMask || 4470 uint prevEveryoneMask = EveryoneMask;
4026 EveryoneMask != source.EveryoneMask || 4471 uint prevNextOwnerMask = NextOwnerMask;
4027 NextOwnerMask != source.NextOwnerMask)
4028 update = true;
4029 4472
4030 BaseMask = source.BaseMask; 4473 OwnerMask = source.OwnerMask & BaseMask;
4031 OwnerMask = source.OwnerMask; 4474 GroupMask = source.GroupMask & BaseMask;
4032 GroupMask = source.GroupMask; 4475 EveryoneMask = source.EveryoneMask & BaseMask;
4033 EveryoneMask = source.EveryoneMask; 4476 NextOwnerMask = source.NextOwnerMask & BaseMask;
4034 NextOwnerMask = source.NextOwnerMask;
4035 4477
4036 if (update) 4478 if (OwnerMask != prevOwnerMask ||
4479 GroupMask != prevGroupMask ||
4480 EveryoneMask != prevEveryoneMask ||
4481 NextOwnerMask != prevNextOwnerMask)
4037 SendFullUpdateToAllClients(); 4482 SendFullUpdateToAllClients();
4038 } 4483 }
4039 4484
@@ -4084,6 +4529,7 @@ namespace OpenSim.Region.Framework.Scenes
4084 } 4529 }
4085 } 4530 }
4086 4531
4532
4087 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4533 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4088 { 4534 {
4089 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4535 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4111,7 +4557,7 @@ namespace OpenSim.Region.Framework.Scenes
4111 /// <param name="SetTemporary"></param> 4557 /// <param name="SetTemporary"></param>
4112 /// <param name="SetPhantom"></param> 4558 /// <param name="SetPhantom"></param>
4113 /// <param name="SetVD"></param> 4559 /// <param name="SetVD"></param>
4114 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4560 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4115 { 4561 {
4116 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4562 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4117 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4563 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4121,116 +4567,98 @@ namespace OpenSim.Region.Framework.Scenes
4121 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4567 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4122 return; 4568 return;
4123 4569
4124 PhysicsActor pa = PhysActor; 4570 VolumeDetectActive = SetVD;
4125
4126 // Special cases for VD. VD can only be called from a script
4127 // and can't be combined with changes to other states. So we can rely
4128 // that...
4129 // ... if VD is changed, all others are not.
4130 // ... if one of the others is changed, VD is not.
4131 if (SetVD) // VD is active, special logic applies
4132 {
4133 // State machine logic for VolumeDetect
4134 // More logic below
4135 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4136
4137 if (phanReset) // Phantom changes from on to off switch VD off too
4138 {
4139 SetVD = false; // Switch it of for the course of this routine
4140 VolumeDetectActive = false; // and also permanently
4141
4142 if (pa != null)
4143 pa.SetVolumeDetect(0); // Let physics know about it too
4144 }
4145 else
4146 {
4147 // If volumedetect is active we don't want phantom to be applied.
4148 // If this is a new call to VD out of the state "phantom"
4149 // this will also cause the prim to be visible to physics
4150 SetPhantom = false;
4151 }
4152 }
4153 4571
4154 if (UsePhysics && IsJoint()) 4572 // volume detector implies phantom
4155 { 4573 if (VolumeDetectActive)
4156 SetPhantom = true; 4574 SetPhantom = true;
4157 }
4158 4575
4159 if (UsePhysics) 4576 if (UsePhysics)
4160 {
4161 AddFlag(PrimFlags.Physics); 4577 AddFlag(PrimFlags.Physics);
4162 if (!wasUsingPhysics)
4163 {
4164 DoPhysicsPropertyUpdate(UsePhysics, false);
4165 }
4166 }
4167 else 4578 else
4168 {
4169 RemFlag(PrimFlags.Physics); 4579 RemFlag(PrimFlags.Physics);
4170 if (wasUsingPhysics)
4171 {
4172 DoPhysicsPropertyUpdate(UsePhysics, false);
4173 }
4174 }
4175 4580
4176 if (SetPhantom 4581 if (SetPhantom)
4177 || ParentGroup.IsAttachment
4178 || PhysicsShapeType == (byte)PhysShapeType.none
4179 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4180 {
4181 AddFlag(PrimFlags.Phantom); 4582 AddFlag(PrimFlags.Phantom);
4583 else
4584 RemFlag(PrimFlags.Phantom);
4182 4585
4183 if (PhysActor != null) 4586 if (SetTemporary)
4587 AddFlag(PrimFlags.TemporaryOnRez);
4588 else
4589 RemFlag(PrimFlags.TemporaryOnRez);
4590
4591
4592 if (ParentGroup.Scene == null)
4593 return;
4594
4595 PhysicsActor pa = PhysActor;
4596
4597 if (pa != null && building && pa.Building != building)
4598 pa.Building = building;
4599
4600 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4601 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4602 {
4603 if (pa != null)
4184 { 4604 {
4605 if(wasUsingPhysics)
4606 ParentGroup.Scene.RemovePhysicalPrim(1);
4185 RemoveFromPhysics(); 4607 RemoveFromPhysics();
4186 pa = null;
4187 } 4608 }
4609
4610 Velocity = new Vector3(0, 0, 0);
4611 Acceleration = new Vector3(0, 0, 0);
4612 if (ParentGroup.RootPart == this)
4613 AngularVelocity = new Vector3(0, 0, 0);
4188 } 4614 }
4189 else // Not phantom 4615
4616 else
4190 { 4617 {
4191 RemFlag(PrimFlags.Phantom); 4618 if (ParentGroup.Scene.CollidablePrims)
4192
4193 if (ParentGroup.Scene == null)
4194 return;
4195
4196 if (ParentGroup.Scene.CollidablePrims && pa == null)
4197 { 4619 {
4198 AddToPhysics(UsePhysics, SetPhantom, false); 4620 if (pa == null)
4199 pa = PhysActor;
4200
4201
4202 if (pa != null)
4203 { 4621 {
4204 pa.SetMaterial(Material); 4622 AddToPhysics(UsePhysics, SetPhantom, building, false);
4205 DoPhysicsPropertyUpdate(UsePhysics, true); 4623 pa = PhysActor;
4206 4624/*
4207 if ( 4625 if (pa != null)
4208 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4209 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4210 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4211 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4212 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4213 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4214 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4215 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4216 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4217 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4218 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4219 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4220 (CollisionSound != UUID.Zero)
4221 )
4222 { 4626 {
4223 pa.OnCollisionUpdate += PhysicsCollision; 4627 if (
4224 pa.SubscribeEvents(1000); 4628// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4629// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4630// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4631// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4632// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4633// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4634 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4635 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4636 (CollisionSound != UUID.Zero)
4637 )
4638 {
4639 pa.OnCollisionUpdate += PhysicsCollision;
4640 pa.SubscribeEvents(1000);
4641 }
4225 } 4642 }
4643*/
4644 }
4645 else // it already has a physical representation
4646 {
4647 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4648/* moved into DoPhysicsPropertyUpdate
4649 if(VolumeDetectActive)
4650 pa.SetVolumeDetect(1);
4651 else
4652 pa.SetVolumeDetect(0);
4653*/
4654
4655 if (pa.Building != building)
4656 pa.Building = building;
4226 } 4657 }
4227 }
4228 else // it already has a physical representation
4229 {
4230 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4231 }
4232 }
4233 4658
4659 UpdatePhysicsSubscribedEvents();
4660 }
4661 }
4234 if (SetVD) 4662 if (SetVD)
4235 { 4663 {
4236 // If the above logic worked (this is urgent candidate to unit tests!) 4664 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4244,6 +4672,7 @@ namespace OpenSim.Region.Framework.Scenes
4244 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4672 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4245 VolumeDetectActive = true; 4673 VolumeDetectActive = true;
4246 } 4674 }
4675 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4247 } 4676 }
4248 else if (SetVD != wasVD) 4677 else if (SetVD != wasVD)
4249 { 4678 {
@@ -4255,61 +4684,51 @@ namespace OpenSim.Region.Framework.Scenes
4255 RemFlag(PrimFlags.Phantom); 4684 RemFlag(PrimFlags.Phantom);
4256 VolumeDetectActive = false; 4685 VolumeDetectActive = false;
4257 } 4686 }
4258 4687 // and last in case we have a new actor and not building
4259 if (SetTemporary)
4260 {
4261 AddFlag(PrimFlags.TemporaryOnRez);
4262 }
4263 else
4264 {
4265 RemFlag(PrimFlags.TemporaryOnRez);
4266 }
4267
4268 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4269 4688
4270 if (ParentGroup != null) 4689 if (ParentGroup != null)
4271 { 4690 {
4272 ParentGroup.HasGroupChanged = true; 4691 ParentGroup.HasGroupChanged = true;
4273 ScheduleFullUpdate(); 4692 ScheduleFullUpdate();
4274 } 4693 }
4275 4694
4276// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4695// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4277 } 4696 }
4278 4697
4279 /// <summary> 4698 /// <summary>
4280 /// Adds this part to the physics scene. 4699 /// Adds this part to the physics scene.
4700 /// and sets the PhysActor property
4281 /// </summary> 4701 /// </summary>
4282 /// <remarks>This method also sets the PhysActor property.</remarks> 4702 /// <param name="isPhysical">Add this prim as physical.</param>
4283 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4703 /// <param name="isPhantom">Add this prim as phantom.</param>
4284 /// <returns> 4704 /// <param name="building">tells physics to delay full construction of object</param>
4285 /// The physics actor. null if there was a failure. 4705 /// <param name="applyDynamics">applies velocities, force and torque</param>
4286 /// </returns> 4706 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4287 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4707 {
4288 {
4289 PhysicsActor pa; 4708 PhysicsActor pa;
4290 4709
4291 Vector3 velocity = Velocity; 4710 Vector3 velocity = Velocity;
4292 Vector3 rotationalVelocity = AngularVelocity;; 4711 Vector3 rotationalVelocity = AngularVelocity;;
4293 4712
4294 try 4713 try
4295 { 4714 {
4296 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4715 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4297 string.Format("{0}/{1}", Name, UUID), 4716 string.Format("{0}/{1}", Name, UUID),
4298 Shape, 4717 Shape,
4299 AbsolutePosition, 4718 AbsolutePosition,
4300 Scale, 4719 Scale,
4301 GetWorldRotation(), 4720 GetWorldRotation(),
4302 isPhysical, 4721 isPhysical,
4303 isPhantom, 4722 isPhantom,
4304 PhysicsShapeType, 4723 PhysicsShapeType,
4305 m_localId); 4724 m_localId);
4306 } 4725 }
4307 catch (Exception e) 4726 catch (Exception e)
4308 { 4727 {
4309 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4728 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4310 pa = null; 4729 pa = null;
4311 } 4730 }
4312 4731
4313 if (pa != null) 4732 if (pa != null)
4314 { 4733 {
4315 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4734 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4322,11 +4741,21 @@ namespace OpenSim.Region.Framework.Scenes
4322 4741
4323 if (VolumeDetectActive) // change if not the default only 4742 if (VolumeDetectActive) // change if not the default only
4324 pa.SetVolumeDetect(1); 4743 pa.SetVolumeDetect(1);
4744
4745 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4746 m_vehicleParams.SetVehicle(pa);
4747
4325 // we are going to tell rest of code about physics so better have this here 4748 // we are going to tell rest of code about physics so better have this here
4326 PhysActor = pa; 4749 PhysActor = pa;
4327 4750
4751 // DoPhysicsPropertyUpdate(isPhysical, true);
4752 // lets expand it here just with what it really needs to do
4753
4328 if (isPhysical) 4754 if (isPhysical)
4329 { 4755 {
4756 if (ParentGroup.RootPart.KeyframeMotion != null)
4757 ParentGroup.RootPart.KeyframeMotion.Stop();
4758 ParentGroup.RootPart.KeyframeMotion = null;
4330 ParentGroup.Scene.AddPhysicalPrim(1); 4759 ParentGroup.Scene.AddPhysicalPrim(1);
4331 4760
4332 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 4761 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
@@ -4343,19 +4772,34 @@ namespace OpenSim.Region.Framework.Scenes
4343 } 4772 }
4344 } 4773 }
4345 4774
4346 if (applyDynamics) 4775 if (applyDynamics)
4347 // do independent of isphysical so parameters get setted (at least some) 4776 // do independent of isphysical so parameters get setted (at least some)
4348 { 4777 {
4349 Velocity = velocity; 4778 Velocity = velocity;
4350 AngularVelocity = rotationalVelocity; 4779 AngularVelocity = rotationalVelocity;
4351// pa.Velocity = velocity; 4780// pa.Velocity = velocity;
4352 pa.RotationalVelocity = rotationalVelocity; 4781 pa.RotationalVelocity = rotationalVelocity;
4782
4783 // if not vehicle and root part apply force and torque
4784 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4785 && LocalId == ParentGroup.RootPart.LocalId)
4786 {
4787 pa.Force = Force;
4788 pa.Torque = Torque;
4789 }
4353 } 4790 }
4354 4791
4355 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4792// if (Shape.SculptEntry)
4793// CheckSculptAndLoad();
4794// else
4795 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4796
4797 if (!building)
4798 pa.Building = false;
4356 } 4799 }
4357 4800
4358 PhysActor = pa; 4801 PhysActor = pa;
4802
4359 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4803 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4360 } 4804 }
4361 4805
@@ -4364,13 +4808,21 @@ namespace OpenSim.Region.Framework.Scenes
4364 /// </summary> 4808 /// </summary>
4365 /// <remarks> 4809 /// <remarks>
4366 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4810 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4367 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4811 /// representation for collision detection.
4368 /// phantom.
4369 /// </remarks> 4812 /// </remarks>
4370 public void RemoveFromPhysics() 4813 public void RemoveFromPhysics()
4371 { 4814 {
4372 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4815 PhysicsActor pa = PhysActor;
4373 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4816 if (pa != null)
4817 {
4818 pa.OnCollisionUpdate -= PhysicsCollision;
4819 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4820 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4821
4822 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4823
4824 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4825 }
4374 PhysActor = null; 4826 PhysActor = null;
4375 } 4827 }
4376 4828
@@ -4502,6 +4954,8 @@ namespace OpenSim.Region.Framework.Scenes
4502 { 4954 {
4503// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4955// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4504 4956
4957 return;
4958
4505 if (ParentGroup.IsDeleted) 4959 if (ParentGroup.IsDeleted)
4506 return; 4960 return;
4507 4961
@@ -4625,6 +5079,44 @@ namespace OpenSim.Region.Framework.Scenes
4625 } 5079 }
4626 } 5080 }
4627 5081
5082
5083 private void UpdatePhysicsSubscribedEvents()
5084 {
5085 PhysicsActor pa = PhysActor;
5086 if (pa == null)
5087 return;
5088
5089 pa.OnCollisionUpdate -= PhysicsCollision;
5090
5091 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5092
5093 scriptEvents CombinedEvents = AggregateScriptEvents;
5094
5095 // merge with root part
5096 if (ParentGroup != null && ParentGroup.RootPart != null)
5097 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5098
5099 // submit to this part case
5100 if (VolumeDetectActive)
5101 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5102 else if ((Flags & PrimFlags.Phantom) != 0)
5103 CombinedEvents &= PhyscicsPhantonSubsEvents;
5104 else
5105 CombinedEvents &= PhysicsNeededSubsEvents;
5106
5107 if (hassound || CombinedEvents != 0)
5108 {
5109 // subscribe to physics updates.
5110 pa.OnCollisionUpdate += PhysicsCollision;
5111 pa.SubscribeEvents(50); // 20 reports per second
5112 }
5113 else
5114 {
5115 pa.UnSubscribeEvents();
5116 }
5117 }
5118
5119
4628 public void aggregateScriptEvents() 5120 public void aggregateScriptEvents()
4629 { 5121 {
4630 if (ParentGroup == null || ParentGroup.RootPart == null) 5122 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4661,40 +5153,32 @@ namespace OpenSim.Region.Framework.Scenes
4661 { 5153 {
4662 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5154 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4663 } 5155 }
4664 5156/*
4665 PhysicsActor pa = PhysActor; 5157 PhysicsActor pa = PhysActor;
4666 5158 if (pa != null)
4667 if (
4668 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4669 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4670 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4671 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4672 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4673 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4674 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4675 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4676 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4677 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4678 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4679 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4680 (CollisionSound != UUID.Zero)
4681 )
4682 { 5159 {
4683 // subscribe to physics updates. 5160 if (
4684 if (pa != null) 5161// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5162// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5163// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5164// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5165// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5166// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5167 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5168 )
4685 { 5169 {
5170 // subscribe to physics updates.
4686 pa.OnCollisionUpdate += PhysicsCollision; 5171 pa.OnCollisionUpdate += PhysicsCollision;
4687 pa.SubscribeEvents(1000); 5172 pa.SubscribeEvents(1000);
4688 } 5173 }
4689 } 5174 else
4690 else
4691 {
4692 if (pa != null)
4693 { 5175 {
4694 pa.UnSubscribeEvents(); 5176 pa.UnSubscribeEvents();
4695 pa.OnCollisionUpdate -= PhysicsCollision; 5177 pa.OnCollisionUpdate -= PhysicsCollision;
4696 } 5178 }
4697 } 5179 }
5180 */
5181 UpdatePhysicsSubscribedEvents();
4698 5182
4699 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5183 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4700 //{ 5184 //{
@@ -4828,6 +5312,18 @@ namespace OpenSim.Region.Framework.Scenes
4828 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5312 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4829 } 5313 }
4830 5314
5315 public void ResetOwnerChangeFlag()
5316 {
5317 List<UUID> inv = Inventory.GetInventoryList();
5318
5319 foreach (UUID itemID in inv)
5320 {
5321 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5322 item.OwnerChanged = false;
5323 Inventory.UpdateInventoryItem(item, false, false);
5324 }
5325 }
5326
4831 /// <summary> 5327 /// <summary>
4832 /// Record an avatar sitting on this part. 5328 /// Record an avatar sitting on this part.
4833 /// </summary> 5329 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 7dba7c8..d04d87b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -49,6 +49,9 @@ namespace OpenSim.Region.Framework.Scenes
49 private string m_inventoryFileName = String.Empty; 49 private string m_inventoryFileName = String.Empty;
50 private byte[] m_inventoryFileData = new byte[0]; 50 private byte[] m_inventoryFileData = new byte[0];
51 private uint m_inventoryFileNameSerial = 0; 51 private uint m_inventoryFileNameSerial = 0;
52 private bool m_inventoryPrivileged = false;
53
54 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
52 55
53 /// <value> 56 /// <value>
54 /// The part to which the inventory belongs. 57 /// The part to which the inventory belongs.
@@ -85,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
85 /// </value> 88 /// </value>
86 protected internal TaskInventoryDictionary Items 89 protected internal TaskInventoryDictionary Items
87 { 90 {
88 get { return m_items; } 91 get {
92 return m_items;
93 }
89 set 94 set
90 { 95 {
91 m_items = value; 96 m_items = value;
@@ -134,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes
134 public void ResetInventoryIDs() 139 public void ResetInventoryIDs()
135 { 140 {
136 if (null == m_part) 141 if (null == m_part)
137 return; 142 m_items.LockItemsForWrite(true);
138 143
139 lock (m_items) 144 if (Items.Count == 0)
140 { 145 {
141 if (0 == m_items.Count) 146 m_items.LockItemsForWrite(false);
142 return; 147 return;
148 }
143 149
144 IList<TaskInventoryItem> items = GetInventoryItems(); 150 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
145 m_items.Clear(); 151 Items.Clear();
146 152
147 foreach (TaskInventoryItem item in items) 153 foreach (TaskInventoryItem item in items)
148 { 154 {
149 item.ResetIDs(m_part.UUID); 155 item.ResetIDs(m_part.UUID);
150 m_items.Add(item.ItemID, item); 156 Items.Add(item.ItemID, item);
151 }
152 } 157 }
158 m_items.LockItemsForWrite(false);
153 } 159 }
154 160
155 public void ResetObjectID() 161 public void ResetObjectID()
156 { 162 {
157 lock (Items) 163 m_items.LockItemsForWrite(true);
164
165 if (Items.Count == 0)
158 { 166 {
159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 167 m_items.LockItemsForWrite(false);
160 Items.Clear(); 168 return;
161
162 foreach (TaskInventoryItem item in items)
163 {
164 item.ParentPartID = m_part.UUID;
165 item.ParentID = m_part.UUID;
166 Items.Add(item.ItemID, item);
167 }
168 } 169 }
170
171 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
172 Items.Clear();
173
174 foreach (TaskInventoryItem item in items)
175 {
176 item.ParentPartID = m_part.UUID;
177 item.ParentID = m_part.UUID;
178 Items.Add(item.ItemID, item);
179 }
180 m_items.LockItemsForWrite(false);
169 } 181 }
170 182
171 /// <summary> 183 /// <summary>
@@ -174,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes
174 /// <param name="ownerId"></param> 186 /// <param name="ownerId"></param>
175 public void ChangeInventoryOwner(UUID ownerId) 187 public void ChangeInventoryOwner(UUID ownerId)
176 { 188 {
177 lock (Items) 189 List<TaskInventoryItem> items = GetInventoryItems();
178 { 190
179 if (0 == Items.Count) 191 if (items.Count == 0)
180 { 192 return;
181 return;
182 }
183 }
184 193
194 m_items.LockItemsForWrite(true);
185 HasInventoryChanged = true; 195 HasInventoryChanged = true;
186 m_part.ParentGroup.HasGroupChanged = true; 196 m_part.ParentGroup.HasGroupChanged = true;
187 List<TaskInventoryItem> items = GetInventoryItems();
188 foreach (TaskInventoryItem item in items) 197 foreach (TaskInventoryItem item in items)
189 { 198 {
190 if (ownerId != item.OwnerID) 199 if (ownerId != item.OwnerID)
@@ -195,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
195 item.PermsGranter = UUID.Zero; 204 item.PermsGranter = UUID.Zero;
196 item.OwnerChanged = true; 205 item.OwnerChanged = true;
197 } 206 }
207 m_items.LockItemsForWrite(false);
198 } 208 }
199 209
200 /// <summary> 210 /// <summary>
@@ -203,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes
203 /// <param name="groupID"></param> 213 /// <param name="groupID"></param>
204 public void ChangeInventoryGroup(UUID groupID) 214 public void ChangeInventoryGroup(UUID groupID)
205 { 215 {
206 lock (Items) 216 m_items.LockItemsForWrite(true);
217 if (0 == Items.Count)
207 { 218 {
208 if (0 == Items.Count) 219 m_items.LockItemsForWrite(false);
209 { 220 return;
210 return;
211 }
212 } 221 }
213 222
214 // Don't let this set the HasGroupChanged flag for attachments 223 // Don't let this set the HasGroupChanged flag for attachments
@@ -220,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes
220 m_part.ParentGroup.HasGroupChanged = true; 229 m_part.ParentGroup.HasGroupChanged = true;
221 } 230 }
222 231
223 List<TaskInventoryItem> items = GetInventoryItems(); 232 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
224 foreach (TaskInventoryItem item in items) 233 foreach (TaskInventoryItem item in items)
225 { 234 {
226 if (groupID != item.GroupID) 235 if (groupID != item.GroupID)
236 {
227 item.GroupID = groupID; 237 item.GroupID = groupID;
238 }
228 } 239 }
240 m_items.LockItemsForWrite(false);
229 } 241 }
230 242
231 private void QueryScriptStates() 243 private void QueryScriptStates()
@@ -233,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 245 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
234 return; 246 return;
235 247
236 lock (Items) 248 Items.LockItemsForRead(true);
249 foreach (TaskInventoryItem item in Items.Values)
237 { 250 {
238 foreach (TaskInventoryItem item in Items.Values) 251 if (item.InvType == (int)InventoryType.LSL)
239 { 252 {
240 bool running; 253 bool running;
241 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 254 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
242 item.ScriptRunning = running; 255 item.ScriptRunning = running;
243 } 256 }
244 } 257 }
258
259 Items.LockItemsForRead(false);
245 } 260 }
246 261
247 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 262 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -318,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes
318 { 333 {
319 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 334 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
320 foreach (TaskInventoryItem item in scripts) 335 foreach (TaskInventoryItem item in scripts)
336 {
321 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 337 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
338 m_part.RemoveScriptEvents(item.ItemID);
339 }
322 } 340 }
323 341
324 /// <summary> 342 /// <summary>
@@ -340,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes
340// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 358// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
341 359
342 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 360 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
361 {
362 StoreScriptError(item.ItemID, "no permission");
343 return false; 363 return false;
364 }
344 365
345 m_part.AddFlag(PrimFlags.Scripted); 366 m_part.AddFlag(PrimFlags.Scripted);
346 367
@@ -350,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes
350 if (stateSource == 2 && // Prim crossing 371 if (stateSource == 2 && // Prim crossing
351 m_part.ParentGroup.Scene.m_trustBinaries) 372 m_part.ParentGroup.Scene.m_trustBinaries)
352 { 373 {
353 lock (m_items) 374 m_items.LockItemsForWrite(true);
354 { 375 m_items[item.ItemID].PermsMask = 0;
355 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsGranter = UUID.Zero;
356 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items.LockItemsForWrite(false);
357 }
358
359 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 378 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
360 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 379 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
380 StoreScriptErrors(item.ItemID, null);
361 m_part.ParentGroup.AddActiveScriptCount(1); 381 m_part.ParentGroup.AddActiveScriptCount(1);
362 m_part.ScheduleFullUpdate(); 382 m_part.ScheduleFullUpdate();
363 return true; 383 return true;
@@ -366,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes
366 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 386 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
367 if (null == asset) 387 if (null == asset)
368 { 388 {
389 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
390 StoreScriptError(item.ItemID, msg);
369 m_log.ErrorFormat( 391 m_log.ErrorFormat(
370 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 392 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
371 item.Name, item.ItemID, m_part.AbsolutePosition, 393 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -378,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes
378 if (m_part.ParentGroup.m_savedScriptState != null) 400 if (m_part.ParentGroup.m_savedScriptState != null)
379 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 401 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
380 402
381 lock (m_items) 403 m_items.LockItemsForWrite(true);
382 { 404
383 m_items[item.ItemID].OldItemID = item.OldItemID; 405 m_items[item.ItemID].OldItemID = item.OldItemID;
384 m_items[item.ItemID].PermsMask = 0; 406 m_items[item.ItemID].PermsMask = 0;
385 m_items[item.ItemID].PermsGranter = UUID.Zero; 407 m_items[item.ItemID].PermsGranter = UUID.Zero;
386 }
387 408
409 m_items.LockItemsForWrite(false);
410
388 string script = Utils.BytesToString(asset.Data); 411 string script = Utils.BytesToString(asset.Data);
389 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 412 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
390 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 413 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
414 StoreScriptErrors(item.ItemID, null);
391 if (!item.ScriptRunning) 415 if (!item.ScriptRunning)
392 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 416 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
393 m_part.LocalId, item.ItemID); 417 m_part.LocalId, item.ItemID);
@@ -460,22 +484,149 @@ namespace OpenSim.Region.Framework.Scenes
460 return stateID; 484 return stateID;
461 } 485 }
462 486
487 /// <summary>
488 /// Start a script which is in this prim's inventory.
489 /// Some processing may occur in the background, but this routine returns asap.
490 /// </summary>
491 /// <param name="itemId">
492 /// A <see cref="UUID"/>
493 /// </param>
463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 494 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
464 { 495 {
465 TaskInventoryItem item = GetInventoryItem(itemId); 496 lock (m_scriptErrors)
466 if (item != null)
467 { 497 {
468 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 498 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
499 m_scriptErrors.Remove(itemId);
500 }
501 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
502 return true;
503 }
504
505 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 m_items.LockItemsForRead(true);
508 if (m_items.ContainsKey(itemId))
509 {
510 if (m_items.ContainsKey(itemId))
511 {
512 m_items.LockItemsForRead(false);
513 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
514 }
515 else
516 {
517 m_items.LockItemsForRead(false);
518 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
519 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
520 StoreScriptError(itemId, msg);
521 m_log.ErrorFormat(
522 "[PRIM INVENTORY]: " +
523 "Couldn't start script with ID {0} since it {1}", itemId, msg);
524 }
469 } 525 }
470 else 526 else
471 { 527 {
528 m_items.LockItemsForRead(false);
529 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
530 StoreScriptError(itemId, msg);
472 m_log.ErrorFormat( 531 m_log.ErrorFormat(
473 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 532 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
474 itemId, m_part.Name, m_part.UUID, 533 itemId, m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 534 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
535 }
536
537 }
476 538
477 return false; 539 /// <summary>
540 /// Start a script which is in this prim's inventory and return any compilation error messages.
541 /// </summary>
542 /// <param name="itemId">
543 /// A <see cref="UUID"/>
544 /// </param>
545 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
546 {
547 ArrayList errors;
548
549 // Indicate to CreateScriptInstanceInternal() we want it to
550 // post any compilation/loading error messages
551 lock (m_scriptErrors)
552 {
553 m_scriptErrors[itemId] = null;
554 }
555
556 // Perform compilation/loading
557 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
558
559 // Wait for and retrieve any errors
560 lock (m_scriptErrors)
561 {
562 while ((errors = m_scriptErrors[itemId]) == null)
563 {
564 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
565 {
566 m_log.ErrorFormat(
567 "[PRIM INVENTORY]: " +
568 "timedout waiting for script {0} errors", itemId);
569 errors = m_scriptErrors[itemId];
570 if (errors == null)
571 {
572 errors = new ArrayList(1);
573 errors.Add("timedout waiting for errors");
574 }
575 break;
576 }
577 }
578 m_scriptErrors.Remove(itemId);
478 } 579 }
580 return errors;
581 }
582
583 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
584 private void StoreScriptErrors(UUID itemId, ArrayList errors)
585 {
586 lock (m_scriptErrors)
587 {
588 // If compilation/loading initiated via CreateScriptInstance(),
589 // it does not want the errors, so just get out
590 if (!m_scriptErrors.ContainsKey(itemId))
591 {
592 return;
593 }
594
595 // Initiated via CreateScriptInstanceEr(), if we know what the
596 // errors are, save them and wake CreateScriptInstanceEr().
597 if (errors != null)
598 {
599 m_scriptErrors[itemId] = errors;
600 System.Threading.Monitor.PulseAll(m_scriptErrors);
601 return;
602 }
603 }
604
605 // Initiated via CreateScriptInstanceEr() but we don't know what
606 // the errors are yet, so retrieve them from the script engine.
607 // This may involve some waiting internal to GetScriptErrors().
608 errors = GetScriptErrors(itemId);
609
610 // Get a default non-null value to indicate success.
611 if (errors == null)
612 {
613 errors = new ArrayList();
614 }
615
616 // Post to CreateScriptInstanceEr() and wake it up
617 lock (m_scriptErrors)
618 {
619 m_scriptErrors[itemId] = errors;
620 System.Threading.Monitor.PulseAll(m_scriptErrors);
621 }
622 }
623
624 // Like StoreScriptErrors(), but just posts a single string message
625 private void StoreScriptError(UUID itemId, string message)
626 {
627 ArrayList errors = new ArrayList(1);
628 errors.Add(message);
629 StoreScriptErrors(itemId, errors);
479 } 630 }
480 631
481 /// <summary> 632 /// <summary>
@@ -488,15 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
488 /// </param> 639 /// </param>
489 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 640 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
490 { 641 {
491 bool scriptPresent = false; 642 if (m_items.ContainsKey(itemId))
492
493 lock (m_items)
494 {
495 if (m_items.ContainsKey(itemId))
496 scriptPresent = true;
497 }
498
499 if (scriptPresent)
500 { 643 {
501 if (!sceneObjectBeingDeleted) 644 if (!sceneObjectBeingDeleted)
502 m_part.RemoveScriptEvents(itemId); 645 m_part.RemoveScriptEvents(itemId);
@@ -566,14 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
566 /// <returns></returns> 709 /// <returns></returns>
567 private bool InventoryContainsName(string name) 710 private bool InventoryContainsName(string name)
568 { 711 {
569 lock (m_items) 712 m_items.LockItemsForRead(true);
713 foreach (TaskInventoryItem item in m_items.Values)
570 { 714 {
571 foreach (TaskInventoryItem item in m_items.Values) 715 if (item.Name == name)
572 { 716 {
573 if (item.Name == name) 717 m_items.LockItemsForRead(false);
574 return true; 718 return true;
575 } 719 }
576 } 720 }
721 m_items.LockItemsForRead(false);
577 return false; 722 return false;
578 } 723 }
579 724
@@ -615,8 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
615 /// <param name="item"></param> 760 /// <param name="item"></param>
616 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 761 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
617 { 762 {
618 List<TaskInventoryItem> il = GetInventoryItems(); 763 m_items.LockItemsForRead(true);
619 764 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
765 m_items.LockItemsForRead(false);
620 foreach (TaskInventoryItem i in il) 766 foreach (TaskInventoryItem i in il)
621 { 767 {
622 if (i.Name == item.Name) 768 if (i.Name == item.Name)
@@ -654,14 +800,14 @@ namespace OpenSim.Region.Framework.Scenes
654 item.Name = name; 800 item.Name = name;
655 item.GroupID = m_part.GroupID; 801 item.GroupID = m_part.GroupID;
656 802
657 lock (m_items) 803 m_items.LockItemsForWrite(true);
658 m_items.Add(item.ItemID, item); 804 m_items.Add(item.ItemID, item);
659 805 m_items.LockItemsForWrite(false);
660 if (allowedDrop) 806 if (allowedDrop)
661 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 807 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
662 else 808 else
663 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 809 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
664 810
665 m_inventorySerial++; 811 m_inventorySerial++;
666 //m_inventorySerial += 2; 812 //m_inventorySerial += 2;
667 HasInventoryChanged = true; 813 HasInventoryChanged = true;
@@ -677,15 +823,15 @@ namespace OpenSim.Region.Framework.Scenes
677 /// <param name="items"></param> 823 /// <param name="items"></param>
678 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 824 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
679 { 825 {
680 lock (m_items) 826 m_items.LockItemsForWrite(true);
827 foreach (TaskInventoryItem item in items)
681 { 828 {
682 foreach (TaskInventoryItem item in items) 829 m_items.Add(item.ItemID, item);
683 { 830// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
684 m_items.Add(item.ItemID, item);
685// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
686 }
687 m_inventorySerial++;
688 } 831 }
832 m_items.LockItemsForWrite(false);
833
834 m_inventorySerial++;
689 } 835 }
690 836
691 /// <summary> 837 /// <summary>
@@ -696,23 +842,24 @@ namespace OpenSim.Region.Framework.Scenes
696 public TaskInventoryItem GetInventoryItem(UUID itemId) 842 public TaskInventoryItem GetInventoryItem(UUID itemId)
697 { 843 {
698 TaskInventoryItem item; 844 TaskInventoryItem item;
699 845 m_items.LockItemsForRead(true);
700 lock (m_items) 846 m_items.TryGetValue(itemId, out item);
701 m_items.TryGetValue(itemId, out item); 847 m_items.LockItemsForRead(false);
702
703 return item; 848 return item;
704 } 849 }
705 850
706 public TaskInventoryItem GetInventoryItem(string name) 851 public TaskInventoryItem GetInventoryItem(string name)
707 { 852 {
708 lock (m_items) 853 m_items.LockItemsForRead(true);
854 foreach (TaskInventoryItem item in m_items.Values)
709 { 855 {
710 foreach (TaskInventoryItem item in m_items.Values) 856 if (item.Name == name)
711 { 857 {
712 if (item.Name == name) 858 m_items.LockItemsForRead(false);
713 return item; 859 return item;
714 } 860 }
715 } 861 }
862 m_items.LockItemsForRead(false);
716 863
717 return null; 864 return null;
718 } 865 }
@@ -721,15 +868,16 @@ namespace OpenSim.Region.Framework.Scenes
721 { 868 {
722 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 869 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
723 870
724 lock (m_items) 871 m_items.LockItemsForRead(true);
872
873 foreach (TaskInventoryItem item in m_items.Values)
725 { 874 {
726 foreach (TaskInventoryItem item in m_items.Values) 875 if (item.Name == name)
727 { 876 items.Add(item);
728 if (item.Name == name)
729 items.Add(item);
730 }
731 } 877 }
732 878
879 m_items.LockItemsForRead(false);
880
733 return items; 881 return items;
734 } 882 }
735 883
@@ -748,6 +896,10 @@ namespace OpenSim.Region.Framework.Scenes
748 string xmlData = Utils.BytesToString(rezAsset.Data); 896 string xmlData = Utils.BytesToString(rezAsset.Data);
749 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 897 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
750 898
899 group.RootPart.AttachPoint = group.RootPart.Shape.State;
900 group.RootPart.AttachOffset = group.AbsolutePosition;
901 group.RootPart.AttachRotation = group.GroupRotation;
902
751 group.ResetIDs(); 903 group.ResetIDs();
752 904
753 SceneObjectPart rootPart = group.GetPart(group.UUID); 905 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -822,8 +974,9 @@ namespace OpenSim.Region.Framework.Scenes
822 974
823 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 975 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
824 { 976 {
825 TaskInventoryItem it = GetInventoryItem(item.ItemID); 977 m_items.LockItemsForWrite(true);
826 if (it != null) 978
979 if (m_items.ContainsKey(item.ItemID))
827 { 980 {
828// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 981// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
829 982
@@ -836,14 +989,10 @@ namespace OpenSim.Region.Framework.Scenes
836 item.GroupID = m_part.GroupID; 989 item.GroupID = m_part.GroupID;
837 990
838 if (item.AssetID == UUID.Zero) 991 if (item.AssetID == UUID.Zero)
839 item.AssetID = it.AssetID; 992 item.AssetID = m_items[item.ItemID].AssetID;
840 993
841 lock (m_items) 994 m_items[item.ItemID] = item;
842 { 995 m_inventorySerial++;
843 m_items[item.ItemID] = item;
844 m_inventorySerial++;
845 }
846
847 if (fireScriptEvents) 996 if (fireScriptEvents)
848 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 997 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
849 998
@@ -852,7 +1001,7 @@ namespace OpenSim.Region.Framework.Scenes
852 HasInventoryChanged = true; 1001 HasInventoryChanged = true;
853 m_part.ParentGroup.HasGroupChanged = true; 1002 m_part.ParentGroup.HasGroupChanged = true;
854 } 1003 }
855 1004 m_items.LockItemsForWrite(false);
856 return true; 1005 return true;
857 } 1006 }
858 else 1007 else
@@ -863,8 +1012,9 @@ namespace OpenSim.Region.Framework.Scenes
863 item.ItemID, m_part.Name, m_part.UUID, 1012 item.ItemID, m_part.Name, m_part.UUID,
864 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1013 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
865 } 1014 }
866 return false; 1015 m_items.LockItemsForWrite(false);
867 1016
1017 return false;
868 } 1018 }
869 1019
870 /// <summary> 1020 /// <summary>
@@ -875,43 +1025,59 @@ namespace OpenSim.Region.Framework.Scenes
875 /// in this prim's inventory.</returns> 1025 /// in this prim's inventory.</returns>
876 public int RemoveInventoryItem(UUID itemID) 1026 public int RemoveInventoryItem(UUID itemID)
877 { 1027 {
878 TaskInventoryItem item = GetInventoryItem(itemID); 1028 m_items.LockItemsForRead(true);
879 if (item != null) 1029
1030 if (m_items.ContainsKey(itemID))
880 { 1031 {
881 int type = m_items[itemID].InvType; 1032 int type = m_items[itemID].InvType;
1033 m_items.LockItemsForRead(false);
882 if (type == 10) // Script 1034 if (type == 10) // Script
883 { 1035 {
884 m_part.RemoveScriptEvents(itemID);
885 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1036 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
886 } 1037 }
1038 m_items.LockItemsForWrite(true);
887 m_items.Remove(itemID); 1039 m_items.Remove(itemID);
1040 m_items.LockItemsForWrite(false);
888 m_inventorySerial++; 1041 m_inventorySerial++;
889 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1042 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
890 1043
891 HasInventoryChanged = true; 1044 HasInventoryChanged = true;
892 m_part.ParentGroup.HasGroupChanged = true; 1045 m_part.ParentGroup.HasGroupChanged = true;
893 1046
894 if (!ContainsScripts()) 1047 int scriptcount = 0;
1048 m_items.LockItemsForRead(true);
1049 foreach (TaskInventoryItem item in m_items.Values)
1050 {
1051 if (item.Type == 10)
1052 {
1053 scriptcount++;
1054 }
1055 }
1056 m_items.LockItemsForRead(false);
1057
1058
1059 if (scriptcount <= 0)
1060 {
895 m_part.RemFlag(PrimFlags.Scripted); 1061 m_part.RemFlag(PrimFlags.Scripted);
1062 }
896 1063
897 m_part.ScheduleFullUpdate(); 1064 m_part.ScheduleFullUpdate();
898 1065
899 return type; 1066 return type;
900
901 } 1067 }
902 else 1068 else
903 { 1069 {
1070 m_items.LockItemsForRead(false);
904 m_log.ErrorFormat( 1071 m_log.ErrorFormat(
905 "[PRIM INVENTORY]: " + 1072 "[PRIM INVENTORY]: " +
906 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1073 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
907 itemID, m_part.Name, m_part.UUID, 1074 itemID, m_part.Name, m_part.UUID);
908 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
909 } 1075 }
910 1076
911 return -1; 1077 return -1;
912 } 1078 }
913 1079
914 private bool CreateInventoryFile() 1080 private bool CreateInventoryFileName()
915 { 1081 {
916// m_log.DebugFormat( 1082// m_log.DebugFormat(
917// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1083// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -920,70 +1086,12 @@ namespace OpenSim.Region.Framework.Scenes
920 if (m_inventoryFileName == String.Empty || 1086 if (m_inventoryFileName == String.Empty ||
921 m_inventoryFileNameSerial < m_inventorySerial) 1087 m_inventoryFileNameSerial < m_inventorySerial)
922 { 1088 {
923 // Something changed, we need to create a new file
924 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1089 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
925 m_inventoryFileNameSerial = m_inventorySerial; 1090 m_inventoryFileNameSerial = m_inventorySerial;
926 1091
927 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
928
929 lock (m_items)
930 {
931 foreach (TaskInventoryItem item in m_items.Values)
932 {
933// m_log.DebugFormat(
934// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
935// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
936
937 UUID ownerID = item.OwnerID;
938 uint everyoneMask = 0;
939 uint baseMask = item.BasePermissions;
940 uint ownerMask = item.CurrentPermissions;
941 uint groupMask = item.GroupPermissions;
942
943 invString.AddItemStart();
944 invString.AddNameValueLine("item_id", item.ItemID.ToString());
945 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
946
947 invString.AddPermissionsStart();
948
949 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
950 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
951 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
952 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
953 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
954
955 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
956 invString.AddNameValueLine("owner_id", ownerID.ToString());
957
958 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
959
960 invString.AddNameValueLine("group_id", item.GroupID.ToString());
961 invString.AddSectionEnd();
962
963 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
964 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
965 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
966 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
967
968 invString.AddSaleStart();
969 invString.AddNameValueLine("sale_type", "not");
970 invString.AddNameValueLine("sale_price", "0");
971 invString.AddSectionEnd();
972
973 invString.AddNameValueLine("name", item.Name + "|");
974 invString.AddNameValueLine("desc", item.Description + "|");
975
976 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
977 invString.AddSectionEnd();
978 }
979 }
980
981 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
982
983 return true; 1092 return true;
984 } 1093 }
985 1094
986 // No need to recreate, the existing file is fine
987 return false; 1095 return false;
988 } 1096 }
989 1097
@@ -993,43 +1101,110 @@ namespace OpenSim.Region.Framework.Scenes
993 /// <param name="xferManager"></param> 1101 /// <param name="xferManager"></param>
994 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1102 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
995 { 1103 {
996 lock (m_items) 1104 bool changed = CreateInventoryFileName();
997 {
998 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
999 // a new script if any previous deletion has left the prim inventory empty.
1000 if (m_items.Count == 0) // No inventory
1001 {
1002// m_log.DebugFormat(
1003// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1004// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1005 1105
1006 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1106 bool includeAssets = false;
1007 return; 1107 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1008 } 1108 includeAssets = true;
1109
1110 if (m_inventoryPrivileged != includeAssets)
1111 changed = true;
1112
1113 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1114
1115 Items.LockItemsForRead(true);
1116
1117 if (m_inventorySerial == 0) // No inventory
1118 {
1119 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1120 Items.LockItemsForRead(false);
1121 return;
1122 }
1009 1123
1010 CreateInventoryFile(); 1124 if (m_items.Count == 0) // No inventory
1125 {
1126 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1127 Items.LockItemsForRead(false);
1128 return;
1129 }
1011 1130
1012 // In principle, we should only do the rest if the inventory changed; 1131 if (!changed)
1013 // by sending m_inventorySerial to the client, it ought to know 1132 {
1014 // that nothing changed and that it doesn't need to request the file.
1015 // Unfortunately, it doesn't look like the client optimizes this;
1016 // the client seems to always come back and request the Xfer,
1017 // no matter what value m_inventorySerial has.
1018 // FIXME: Could probably be > 0 here rather than > 2
1019 if (m_inventoryFileData.Length > 2) 1133 if (m_inventoryFileData.Length > 2)
1020 { 1134 {
1021 // Add the file for Xfer 1135 xferManager.AddNewFile(m_inventoryFileName,
1022 // m_log.DebugFormat( 1136 m_inventoryFileData);
1023 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1137 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1024 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1138 Util.StringToBytes256(m_inventoryFileName));
1025 1139
1026 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1140 Items.LockItemsForRead(false);
1141 return;
1027 } 1142 }
1028
1029 // Tell the client we're ready to Xfer the file
1030 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1031 Util.StringToBytes256(m_inventoryFileName));
1032 } 1143 }
1144
1145 m_inventoryPrivileged = includeAssets;
1146
1147 foreach (TaskInventoryItem item in m_items.Values)
1148 {
1149 UUID ownerID = item.OwnerID;
1150 uint everyoneMask = 0;
1151 uint baseMask = item.BasePermissions;
1152 uint ownerMask = item.CurrentPermissions;
1153 uint groupMask = item.GroupPermissions;
1154
1155 invString.AddItemStart();
1156 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1157 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1158
1159 invString.AddPermissionsStart();
1160
1161 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1162 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1163 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1164 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1165 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1166
1167 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1168 invString.AddNameValueLine("owner_id", ownerID.ToString());
1169
1170 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1171
1172 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1173 invString.AddSectionEnd();
1174
1175 if (includeAssets)
1176 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1177 else
1178 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1179 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1180 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1181 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1182
1183 invString.AddSaleStart();
1184 invString.AddNameValueLine("sale_type", "not");
1185 invString.AddNameValueLine("sale_price", "0");
1186 invString.AddSectionEnd();
1187
1188 invString.AddNameValueLine("name", item.Name + "|");
1189 invString.AddNameValueLine("desc", item.Description + "|");
1190
1191 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1192 invString.AddSectionEnd();
1193 }
1194
1195 Items.LockItemsForRead(false);
1196
1197 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1198
1199 if (m_inventoryFileData.Length > 2)
1200 {
1201 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1202 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1203 Util.StringToBytes256(m_inventoryFileName));
1204 return;
1205 }
1206
1207 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 } 1208 }
1034 1209
1035 /// <summary> 1210 /// <summary>
@@ -1038,13 +1213,19 @@ namespace OpenSim.Region.Framework.Scenes
1038 /// <param name="datastore"></param> 1213 /// <param name="datastore"></param>
1039 public void ProcessInventoryBackup(ISimulationDataService datastore) 1214 public void ProcessInventoryBackup(ISimulationDataService datastore)
1040 { 1215 {
1041 if (HasInventoryChanged) 1216// Removed this because linking will cause an immediate delete of the new
1042 { 1217// child prim from the database and the subsequent storing of the prim sees
1043 HasInventoryChanged = false; 1218// the inventory of it as unchanged and doesn't store it at all. The overhead
1044 List<TaskInventoryItem> items = GetInventoryItems(); 1219// of storing prim inventory needlessly is much less than the aggravation
1045 datastore.StorePrimInventory(m_part.UUID, items); 1220// of prim inventory loss.
1221// if (HasInventoryChanged)
1222// {
1223 Items.LockItemsForRead(true);
1224 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1225 Items.LockItemsForRead(false);
1046 1226
1047 } 1227 HasInventoryChanged = false;
1228// }
1048 } 1229 }
1049 1230
1050 public class InventoryStringBuilder 1231 public class InventoryStringBuilder
@@ -1110,87 +1291,63 @@ namespace OpenSim.Region.Framework.Scenes
1110 { 1291 {
1111 uint mask=0x7fffffff; 1292 uint mask=0x7fffffff;
1112 1293
1113 lock (m_items) 1294 foreach (TaskInventoryItem item in m_items.Values)
1114 { 1295 {
1115 foreach (TaskInventoryItem item in m_items.Values) 1296 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1297 mask &= ~((uint)PermissionMask.Copy >> 13);
1298 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1299 mask &= ~((uint)PermissionMask.Transfer >> 13);
1300 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1301 mask &= ~((uint)PermissionMask.Modify >> 13);
1302
1303 if (item.InvType == (int)InventoryType.Object)
1116 { 1304 {
1117 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1305 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1118 mask &= ~((uint)PermissionMask.Copy >> 13); 1306 mask &= ~((uint)PermissionMask.Copy >> 13);
1119 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1307 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1120 mask &= ~((uint)PermissionMask.Transfer >> 13); 1308 mask &= ~((uint)PermissionMask.Transfer >> 13);
1121 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1309 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1122 mask &= ~((uint)PermissionMask.Modify >> 13); 1310 mask &= ~((uint)PermissionMask.Modify >> 13);
1123
1124 if (item.InvType != (int)InventoryType.Object)
1125 {
1126 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1127 mask &= ~((uint)PermissionMask.Copy >> 13);
1128 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1129 mask &= ~((uint)PermissionMask.Transfer >> 13);
1130 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1131 mask &= ~((uint)PermissionMask.Modify >> 13);
1132 }
1133 else
1134 {
1135 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1136 mask &= ~((uint)PermissionMask.Copy >> 13);
1137 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1138 mask &= ~((uint)PermissionMask.Transfer >> 13);
1139 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1140 mask &= ~((uint)PermissionMask.Modify >> 13);
1141 }
1142
1143 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1144 mask &= ~(uint)PermissionMask.Copy;
1145 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1146 mask &= ~(uint)PermissionMask.Transfer;
1147 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1148 mask &= ~(uint)PermissionMask.Modify;
1149 } 1311 }
1312
1313 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1314 mask &= ~(uint)PermissionMask.Copy;
1315 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1316 mask &= ~(uint)PermissionMask.Transfer;
1317 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1318 mask &= ~(uint)PermissionMask.Modify;
1150 } 1319 }
1151
1152 return mask; 1320 return mask;
1153 } 1321 }
1154 1322
1155 public void ApplyNextOwnerPermissions() 1323 public void ApplyNextOwnerPermissions()
1156 { 1324 {
1157 lock (m_items) 1325 foreach (TaskInventoryItem item in m_items.Values)
1158 { 1326 {
1159 foreach (TaskInventoryItem item in m_items.Values) 1327 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1160 { 1328 {
1161// m_log.DebugFormat ( 1329 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1162// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1330 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1163// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1331 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1164 1332 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1165 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1333 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1166 { 1334 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1167 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1168 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1169 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1170 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1171 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1172 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1173 }
1174
1175 item.CurrentPermissions &= item.NextPermissions;
1176 item.BasePermissions &= item.NextPermissions;
1177 item.EveryonePermissions &= item.NextPermissions;
1178 item.OwnerChanged = true;
1179 item.PermsMask = 0;
1180 item.PermsGranter = UUID.Zero;
1181 } 1335 }
1336 item.CurrentPermissions &= item.NextPermissions;
1337 item.BasePermissions &= item.NextPermissions;
1338 item.EveryonePermissions &= item.NextPermissions;
1339 item.OwnerChanged = true;
1340 item.PermsMask = 0;
1341 item.PermsGranter = UUID.Zero;
1182 } 1342 }
1183 } 1343 }
1184 1344
1185 public void ApplyGodPermissions(uint perms) 1345 public void ApplyGodPermissions(uint perms)
1186 { 1346 {
1187 lock (m_items) 1347 foreach (TaskInventoryItem item in m_items.Values)
1188 { 1348 {
1189 foreach (TaskInventoryItem item in m_items.Values) 1349 item.CurrentPermissions = perms;
1190 { 1350 item.BasePermissions = perms;
1191 item.CurrentPermissions = perms;
1192 item.BasePermissions = perms;
1193 }
1194 } 1351 }
1195 1352
1196 m_inventorySerial++; 1353 m_inventorySerial++;
@@ -1203,14 +1360,11 @@ namespace OpenSim.Region.Framework.Scenes
1203 /// <returns></returns> 1360 /// <returns></returns>
1204 public bool ContainsScripts() 1361 public bool ContainsScripts()
1205 { 1362 {
1206 lock (m_items) 1363 foreach (TaskInventoryItem item in m_items.Values)
1207 { 1364 {
1208 foreach (TaskInventoryItem item in m_items.Values) 1365 if (item.InvType == (int)InventoryType.LSL)
1209 { 1366 {
1210 if (item.InvType == (int)InventoryType.LSL) 1367 return true;
1211 {
1212 return true;
1213 }
1214 } 1368 }
1215 } 1369 }
1216 1370
@@ -1224,17 +1378,15 @@ namespace OpenSim.Region.Framework.Scenes
1224 public int ScriptCount() 1378 public int ScriptCount()
1225 { 1379 {
1226 int count = 0; 1380 int count = 0;
1227 lock (m_items) 1381 Items.LockItemsForRead(true);
1382 foreach (TaskInventoryItem item in m_items.Values)
1228 { 1383 {
1229 foreach (TaskInventoryItem item in m_items.Values) 1384 if (item.InvType == (int)InventoryType.LSL)
1230 { 1385 {
1231 if (item.InvType == (int)InventoryType.LSL) 1386 count++;
1232 {
1233 count++;
1234 }
1235 } 1387 }
1236 } 1388 }
1237 1389 Items.LockItemsForRead(false);
1238 return count; 1390 return count;
1239 } 1391 }
1240 /// <summary> 1392 /// <summary>
@@ -1270,11 +1422,8 @@ namespace OpenSim.Region.Framework.Scenes
1270 { 1422 {
1271 List<UUID> ret = new List<UUID>(); 1423 List<UUID> ret = new List<UUID>();
1272 1424
1273 lock (m_items) 1425 foreach (TaskInventoryItem item in m_items.Values)
1274 { 1426 ret.Add(item.ItemID);
1275 foreach (TaskInventoryItem item in m_items.Values)
1276 ret.Add(item.ItemID);
1277 }
1278 1427
1279 return ret; 1428 return ret;
1280 } 1429 }
@@ -1283,8 +1432,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 { 1432 {
1284 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1433 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1285 1434
1286 lock (m_items) 1435 Items.LockItemsForRead(true);
1287 ret = new List<TaskInventoryItem>(m_items.Values); 1436 ret = new List<TaskInventoryItem>(m_items.Values);
1437 Items.LockItemsForRead(false);
1288 1438
1289 return ret; 1439 return ret;
1290 } 1440 }
@@ -1293,18 +1443,24 @@ namespace OpenSim.Region.Framework.Scenes
1293 { 1443 {
1294 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1444 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1295 1445
1296 lock (m_items) 1446 Items.LockItemsForRead(true);
1297 { 1447
1298 foreach (TaskInventoryItem item in m_items.Values) 1448 foreach (TaskInventoryItem item in m_items.Values)
1299 if (item.InvType == (int)type) 1449 if (item.InvType == (int)type)
1300 ret.Add(item); 1450 ret.Add(item);
1301 } 1451
1452 Items.LockItemsForRead(false);
1302 1453
1303 return ret; 1454 return ret;
1304 } 1455 }
1305 1456
1306 public Dictionary<UUID, string> GetScriptStates() 1457 public Dictionary<UUID, string> GetScriptStates()
1307 { 1458 {
1459 return GetScriptStates(false);
1460 }
1461
1462 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1463 {
1308 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1464 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1309 1465
1310 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1466 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1330,14 +1486,21 @@ namespace OpenSim.Region.Framework.Scenes
1330 string n = e.GetXMLState(item.ItemID); 1486 string n = e.GetXMLState(item.ItemID);
1331 if (n != String.Empty) 1487 if (n != String.Empty)
1332 { 1488 {
1333 if (!ret.ContainsKey(item.ItemID)) 1489 if (oldIDs)
1334 ret[item.ItemID] = n; 1490 {
1491 if (!ret.ContainsKey(item.OldItemID))
1492 ret[item.OldItemID] = n;
1493 }
1494 else
1495 {
1496 if (!ret.ContainsKey(item.ItemID))
1497 ret[item.ItemID] = n;
1498 }
1335 break; 1499 break;
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339 } 1503 }
1340
1341 return ret; 1504 return ret;
1342 } 1505 }
1343 1506
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b8ff7f7..1859cb1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -226,8 +230,6 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 230 /// </summary>
227 public bool LandAtTarget { get; private set; } 231 public bool LandAtTarget { get; private set; }
228 232
229 private bool m_followCamAuto;
230
231 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
232 private const int NumMovementsBetweenRayCast = 5; 234 private const int NumMovementsBetweenRayCast = 5;
233 235
@@ -235,6 +237,13 @@ namespace OpenSim.Region.Framework.Scenes
235 //private int m_moveToPositionStateStatus; 237 //private int m_moveToPositionStateStatus;
236 //***************************************************** 238 //*****************************************************
237 239
240 private bool m_collisionEventFlag = false;
241 private object m_collisionEventLock = new Object();
242
243 private int m_movementAnimationUpdateCounter = 0;
244
245 private Vector3 m_prevSitOffset;
246
238 protected AvatarAppearance m_appearance; 247 protected AvatarAppearance m_appearance;
239 248
240 public AvatarAppearance Appearance 249 public AvatarAppearance Appearance
@@ -349,6 +358,9 @@ namespace OpenSim.Region.Framework.Scenes
349 /// </summary> 358 /// </summary>
350 protected Vector3 m_lastCameraPosition; 359 protected Vector3 m_lastCameraPosition;
351 360
361 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
362 private bool m_doingCamRayCast = false;
363
352 public Vector3 CameraPosition { get; set; } 364 public Vector3 CameraPosition { get; set; }
353 365
354 public Quaternion CameraRotation 366 public Quaternion CameraRotation
@@ -429,7 +441,9 @@ namespace OpenSim.Region.Framework.Scenes
429 get { return (IClientCore)ControllingClient; } 441 get { return (IClientCore)ControllingClient; }
430 } 442 }
431 443
432 public Vector3 ParentPosition { get; set; } 444 public UUID COF { get; set; }
445
446// public Vector3 ParentPosition { get; set; }
433 447
434 /// <summary> 448 /// <summary>
435 /// Position of this avatar relative to the region the avatar is in 449 /// Position of this avatar relative to the region the avatar is in
@@ -490,7 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
490 if (ParentID == 0) 504 if (ParentID == 0)
491 { 505 {
492 m_pos = value; 506 m_pos = value;
493 ParentPosition = Vector3.Zero; 507// ParentPosition = Vector3.Zero;
494 } 508 }
495 509
496 //m_log.DebugFormat( 510 //m_log.DebugFormat(
@@ -559,7 +573,24 @@ namespace OpenSim.Region.Framework.Scenes
559// Scene.RegionInfo.RegionName, Name, m_velocity); 573// Scene.RegionInfo.RegionName, Name, m_velocity);
560 } 574 }
561 } 575 }
576/*
577 public override Vector3 AngularVelocity
578 {
579 get
580 {
581 if (PhysicsActor != null)
582 {
583 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
562 584
585 // m_log.DebugFormat(
586 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
587 // m_velocity, Name, Scene.RegionInfo.RegionName);
588 }
589
590 return m_rotationalvelocity;
591 }
592 }
593*/
563 private Quaternion m_bodyRot = Quaternion.Identity; 594 private Quaternion m_bodyRot = Quaternion.Identity;
564 595
565 /// <summary> 596 /// <summary>
@@ -582,8 +613,16 @@ namespace OpenSim.Region.Framework.Scenes
582 m_bodyRot = value; 613 m_bodyRot = value;
583 614
584 if (PhysicsActor != null) 615 if (PhysicsActor != null)
585 PhysicsActor.Orientation = m_bodyRot; 616 {
586 617 try
618 {
619 PhysicsActor.Orientation = m_bodyRot;
620 }
621 catch (Exception e)
622 {
623 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
624 }
625 }
587// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 626// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
588 } 627 }
589 } 628 }
@@ -597,12 +636,20 @@ namespace OpenSim.Region.Framework.Scenes
597 } 636 }
598 637
599 public bool IsChildAgent { get; set; } 638 public bool IsChildAgent { get; set; }
639 public bool IsLoggingIn { get; set; }
600 640
601 /// <summary> 641 /// <summary>
602 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 642 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
603 /// </summary> 643 /// </summary>
604 public uint ParentID { get; set; } 644 public uint ParentID { get; set; }
605 645
646 public UUID ParentUUID
647 {
648 get { return m_parentUUID; }
649 set { m_parentUUID = value; }
650 }
651 private UUID m_parentUUID = UUID.Zero;
652
606 /// <summary> 653 /// <summary>
607 /// Are we sitting on an object? 654 /// Are we sitting on an object?
608 /// </summary> 655 /// </summary>
@@ -752,6 +799,7 @@ namespace OpenSim.Region.Framework.Scenes
752 AttachmentsSyncLock = new Object(); 799 AttachmentsSyncLock = new Object();
753 AllowMovement = true; 800 AllowMovement = true;
754 IsChildAgent = true; 801 IsChildAgent = true;
802 IsLoggingIn = false;
755 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 803 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
756 Animator = new ScenePresenceAnimator(this); 804 Animator = new ScenePresenceAnimator(this);
757 PresenceType = type; 805 PresenceType = type;
@@ -795,6 +843,33 @@ namespace OpenSim.Region.Framework.Scenes
795 Appearance = appearance; 843 Appearance = appearance;
796 } 844 }
797 845
846 private void RegionHeartbeatEnd(Scene scene)
847 {
848 if (IsChildAgent)
849 return;
850
851 m_movementAnimationUpdateCounter ++;
852 if (m_movementAnimationUpdateCounter >= 2)
853 {
854 m_movementAnimationUpdateCounter = 0;
855 if (Animator != null)
856 {
857 // If the parentID == 0 we are not sitting
858 // if !SitGournd then we are not sitting on the ground
859 // Fairly straightforward, now here comes the twist
860 // if ParentUUID is NOT UUID.Zero, we are looking to
861 // be sat on an object that isn't there yet. Should
862 // be treated as if sat.
863 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
864 Animator.UpdateMovementAnimations();
865 }
866 else
867 {
868 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
869 }
870 }
871 }
872
798 public void RegisterToEvents() 873 public void RegisterToEvents()
799 { 874 {
800 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 875 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -804,8 +879,10 @@ namespace OpenSim.Region.Framework.Scenes
804 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 879 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
805 ControllingClient.OnStartAnim += HandleStartAnim; 880 ControllingClient.OnStartAnim += HandleStartAnim;
806 ControllingClient.OnStopAnim += HandleStopAnim; 881 ControllingClient.OnStopAnim += HandleStopAnim;
882 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
807 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 883 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
808 ControllingClient.OnAutoPilotGo += MoveToTarget; 884 ControllingClient.OnAutoPilotGo += MoveToTarget;
885 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
809 886
810 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 887 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
811 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 888 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -864,6 +941,38 @@ namespace OpenSim.Region.Framework.Scenes
864 "[SCENE]: Upgrading child to root agent for {0} in {1}", 941 "[SCENE]: Upgrading child to root agent for {0} in {1}",
865 Name, m_scene.RegionInfo.RegionName); 942 Name, m_scene.RegionInfo.RegionName);
866 943
944 if (ParentUUID != UUID.Zero)
945 {
946 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
947 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
948 if (part == null)
949 {
950 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
951 }
952 else
953 {
954 part.ParentGroup.AddAvatar(UUID);
955 if (part.SitTargetPosition != Vector3.Zero)
956 part.SitTargetAvatar = UUID;
957// ParentPosition = part.GetWorldPosition();
958 ParentID = part.LocalId;
959 ParentPart = part;
960 m_pos = m_prevSitOffset;
961// pos = ParentPosition;
962 pos = part.GetWorldPosition();
963 }
964 ParentUUID = UUID.Zero;
965
966 IsChildAgent = false;
967
968// Animator.TrySetMovementAnimation("SIT");
969 }
970 else
971 {
972 IsChildAgent = false;
973 IsLoggingIn = false;
974 }
975
867 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 976 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
868 977
869 IsChildAgent = false; 978 IsChildAgent = false;
@@ -876,70 +985,106 @@ namespace OpenSim.Region.Framework.Scenes
876 985
877 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 986 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
878 987
879 // Moved this from SendInitialData to ensure that Appearance is initialized 988 UUID groupUUID = UUID.Zero;
880 // before the inventory is processed in MakeRootAgent. This fixes a race condition 989 string GroupName = string.Empty;
881 // related to the handling of attachments 990 ulong groupPowers = 0;
882 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
883 991
884 if (m_scene.TestBorderCross(pos, Cardinals.E)) 992 // ----------------------------------
993 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
994 try
885 { 995 {
886 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 996 if (gm != null)
887 pos.X = crossedBorder.BorderLine.Z - 1; 997 {
998 groupUUID = ControllingClient.ActiveGroupId;
999 GroupRecord record = gm.GetGroupRecord(groupUUID);
1000 if (record != null)
1001 GroupName = record.GroupName;
1002 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1003 if (groupMembershipData != null)
1004 groupPowers = groupMembershipData.GroupPowers;
1005 }
1006 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1007 Grouptitle);
888 } 1008 }
889 1009 catch (Exception e)
890 if (m_scene.TestBorderCross(pos, Cardinals.N))
891 { 1010 {
892 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1011 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
893 pos.Y = crossedBorder.BorderLine.Z - 1;
894 } 1012 }
1013 // ------------------------------------
895 1014
896 CheckAndAdjustLandingPoint(ref pos); 1015 if (ParentID == 0)
897
898 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
899 { 1016 {
900 m_log.WarnFormat( 1017 // Moved this from SendInitialData to ensure that Appearance is initialized
901 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1018 // before the inventory is processed in MakeRootAgent. This fixes a race condition
902 pos, Name, UUID); 1019 // related to the handling of attachments
1020 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1021 if (m_scene.TestBorderCross(pos, Cardinals.E))
1022 {
1023 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1024 pos.X = crossedBorder.BorderLine.Z - 1;
1025 }
903 1026
904 if (pos.X < 0f) pos.X = 0f; 1027 if (m_scene.TestBorderCross(pos, Cardinals.N))
905 if (pos.Y < 0f) pos.Y = 0f; 1028 {
906 if (pos.Z < 0f) pos.Z = 0f; 1029 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
907 } 1030 pos.Y = crossedBorder.BorderLine.Z - 1;
1031 }
908 1032
909 float localAVHeight = 1.56f; 1033 CheckAndAdjustLandingPoint(ref pos);
910 if (Appearance.AvatarHeight > 0)
911 localAVHeight = Appearance.AvatarHeight;
912 1034
913 float posZLimit = 0; 1035 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1036 {
1037 m_log.WarnFormat(
1038 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1039 pos, Name, UUID);
914 1040
915 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1041 if (pos.X < 0f) pos.X = 0f;
916 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1042 if (pos.Y < 0f) pos.Y = 0f;
917 1043 if (pos.Z < 0f) pos.Z = 0f;
918 float newPosZ = posZLimit + localAVHeight / 2; 1044 }
919 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
920 {
921 pos.Z = newPosZ;
922 }
923 AbsolutePosition = pos;
924 1045
925 AddToPhysicalScene(isFlying); 1046 float localAVHeight = 1.56f;
1047 if (Appearance.AvatarHeight > 0)
1048 localAVHeight = Appearance.AvatarHeight;
926 1049
927 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1050 float posZLimit = 0;
928 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
929 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
930 // the value to a negative position which does not trigger the border cross.
931 // This may not be the best location for this.
932 CheckForBorderCrossing();
933 1051
934 if (ForceFly) 1052 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
935 { 1053 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
936 Flying = true; 1054
937 } 1055 float newPosZ = posZLimit + localAVHeight / 2;
938 else if (FlyDisabled) 1056 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
939 { 1057 {
940 Flying = false; 1058 pos.Z = newPosZ;
941 } 1059 }
1060 AbsolutePosition = pos;
942 1061
1062 if (m_teleportFlags == TeleportFlags.Default)
1063 {
1064 Vector3 vel = Velocity;
1065 AddToPhysicalScene(isFlying);
1066 if (PhysicsActor != null)
1067 PhysicsActor.SetMomentum(vel);
1068 }
1069 else
1070 AddToPhysicalScene(isFlying);
1071
1072 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1073 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1074 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1075 // the value to a negative position which does not trigger the border cross.
1076 // This may not be the best location for this.
1077 CheckForBorderCrossing();
1078
1079 if (ForceFly)
1080 {
1081 Flying = true;
1082 }
1083 else if (FlyDisabled)
1084 {
1085 Flying = false;
1086 }
1087 }
943 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1088 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
944 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1089 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
945 // elsewhere anyway 1090 // elsewhere anyway
@@ -979,15 +1124,20 @@ namespace OpenSim.Region.Framework.Scenes
979 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1124 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
980 1125
981 // Resume scripts 1126 // Resume scripts
982 foreach (SceneObjectGroup sog in m_attachments) 1127 Util.FireAndForget(delegate(object x) {
983 { 1128 foreach (SceneObjectGroup sog in m_attachments)
984 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1129 {
985 sog.ResumeScripts(); 1130 sog.ScheduleGroupForFullUpdate();
986 } 1131 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1132 sog.ResumeScripts();
1133 }
1134 });
987 } 1135 }
988 } 1136 }
989 } 1137 }
990 1138
1139 SendAvatarDataToAllAgents();
1140
991 // send the animations of the other presences to me 1141 // send the animations of the other presences to me
992 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1142 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
993 { 1143 {
@@ -998,9 +1148,12 @@ namespace OpenSim.Region.Framework.Scenes
998 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1148 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
999 // stall on the border crossing since the existing child agent will still have the last movement 1149 // stall on the border crossing since the existing child agent will still have the last movement
1000 // recorded, which stops the input from being processed. 1150 // recorded, which stops the input from being processed.
1151
1001 MovementFlag = 0; 1152 MovementFlag = 0;
1002 1153
1003 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1154 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1155
1156 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
1004 } 1157 }
1005 1158
1006 public int GetStateSource() 1159 public int GetStateSource()
@@ -1028,12 +1181,16 @@ namespace OpenSim.Region.Framework.Scenes
1028 /// </remarks> 1181 /// </remarks>
1029 public void MakeChildAgent() 1182 public void MakeChildAgent()
1030 { 1183 {
1184 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1185
1031 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1186 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1032 1187
1033 // Reset these so that teleporting in and walking out isn't seen 1188 // Reset these so that teleporting in and walking out isn't seen
1034 // as teleporting back 1189 // as teleporting back
1035 TeleportFlags = TeleportFlags.Default; 1190 TeleportFlags = TeleportFlags.Default;
1036 1191
1192 MovementFlag = 0;
1193
1037 // It looks like Animator is set to null somewhere, and MakeChild 1194 // It looks like Animator is set to null somewhere, and MakeChild
1038 // is called after that. Probably in aborted teleports. 1195 // is called after that. Probably in aborted teleports.
1039 if (Animator == null) 1196 if (Animator == null)
@@ -1041,6 +1198,7 @@ namespace OpenSim.Region.Framework.Scenes
1041 else 1198 else
1042 Animator.ResetAnimations(); 1199 Animator.ResetAnimations();
1043 1200
1201
1044// m_log.DebugFormat( 1202// m_log.DebugFormat(
1045// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1203// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1046// Name, UUID, m_scene.RegionInfo.RegionName); 1204// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1052,6 +1210,7 @@ namespace OpenSim.Region.Framework.Scenes
1052 IsChildAgent = true; 1210 IsChildAgent = true;
1053 m_scene.SwapRootAgentCount(true); 1211 m_scene.SwapRootAgentCount(true);
1054 RemoveFromPhysicalScene(); 1212 RemoveFromPhysicalScene();
1213 ParentID = 0; // Child agents can't be sitting
1055 1214
1056 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1215 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1057 1216
@@ -1067,9 +1226,9 @@ namespace OpenSim.Region.Framework.Scenes
1067 { 1226 {
1068// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1227// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1069 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1228 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1070 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1071 PhysicsActor.UnSubscribeEvents();
1072 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1229 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1230 PhysicsActor.UnSubscribeEvents();
1231 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1073 PhysicsActor = null; 1232 PhysicsActor = null;
1074 } 1233 }
1075// else 1234// else
@@ -1086,7 +1245,7 @@ namespace OpenSim.Region.Framework.Scenes
1086 /// <param name="pos"></param> 1245 /// <param name="pos"></param>
1087 public void Teleport(Vector3 pos) 1246 public void Teleport(Vector3 pos)
1088 { 1247 {
1089 TeleportWithMomentum(pos, null); 1248 TeleportWithMomentum(pos, Vector3.Zero);
1090 } 1249 }
1091 1250
1092 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1251 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1110,6 +1269,41 @@ namespace OpenSim.Region.Framework.Scenes
1110 SendTerseUpdateToAllClients(); 1269 SendTerseUpdateToAllClients();
1111 } 1270 }
1112 1271
1272 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1273 {
1274 CheckLandingPoint(ref newpos);
1275 AbsolutePosition = newpos;
1276
1277 if (newvel.HasValue)
1278 {
1279 if ((Vector3)newvel == Vector3.Zero)
1280 {
1281 if (PhysicsActor != null)
1282 PhysicsActor.SetMomentum(Vector3.Zero);
1283 m_velocity = Vector3.Zero;
1284 }
1285 else
1286 {
1287 if (PhysicsActor != null)
1288 PhysicsActor.SetMomentum((Vector3)newvel);
1289 m_velocity = (Vector3)newvel;
1290
1291 if (rotateToVelXY)
1292 {
1293 Vector3 lookAt = (Vector3)newvel;
1294 lookAt.Z = 0;
1295 lookAt.Normalize();
1296 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1297 return;
1298 }
1299 }
1300 }
1301
1302 SendTerseUpdateToAllClients();
1303 }
1304
1305
1306
1113 public void StopFlying() 1307 public void StopFlying()
1114 { 1308 {
1115 ControllingClient.StopFlying(this); 1309 ControllingClient.StopFlying(this);
@@ -1279,6 +1473,13 @@ namespace OpenSim.Region.Framework.Scenes
1279 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1473 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1280 } 1474 }
1281 1475
1476 public void SetSize(Vector3 size, float feetoffset)
1477 {
1478 if (PhysicsActor != null && !IsChildAgent)
1479 PhysicsActor.setAvatarSize(size, feetoffset);
1480
1481 }
1482
1282 /// <summary> 1483 /// <summary>
1283 /// Complete Avatar's movement into the region. 1484 /// Complete Avatar's movement into the region.
1284 /// </summary> 1485 /// </summary>
@@ -1298,7 +1499,8 @@ namespace OpenSim.Region.Framework.Scenes
1298 1499
1299 Vector3 look = Velocity; 1500 Vector3 look = Velocity;
1300 1501
1301 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1502 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1503 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1302 { 1504 {
1303 look = new Vector3(0.99f, 0.042f, 0); 1505 look = new Vector3(0.99f, 0.042f, 0);
1304 } 1506 }
@@ -1353,11 +1555,12 @@ namespace OpenSim.Region.Framework.Scenes
1353 1555
1354 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1556 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1355 if (m_agentTransfer != null) 1557 if (m_agentTransfer != null)
1356 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1558 m_agentTransfer.EnableChildAgents(this);
1357 1559
1358 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1560 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1359 if (friendsModule != null) 1561 if (friendsModule != null)
1360 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1562 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1563
1361 } 1564 }
1362 1565
1363 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1566 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1382,36 +1585,69 @@ namespace OpenSim.Region.Framework.Scenes
1382 /// <param name="collisionPoint"></param> 1585 /// <param name="collisionPoint"></param>
1383 /// <param name="localid"></param> 1586 /// <param name="localid"></param>
1384 /// <param name="distance"></param> 1587 /// <param name="distance"></param>
1588 ///
1589
1590 private void UpdateCameraCollisionPlane(Vector4 plane)
1591 {
1592 if (m_lastCameraCollisionPlane != plane)
1593 {
1594 m_lastCameraCollisionPlane = plane;
1595 ControllingClient.SendCameraConstraint(plane);
1596 }
1597 }
1598
1385 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1599 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1386 { 1600 {
1387 const float POSITION_TOLERANCE = 0.02f; 1601 const float POSITION_TOLERANCE = 0.02f;
1388 const float VELOCITY_TOLERANCE = 0.02f;
1389 const float ROTATION_TOLERANCE = 0.02f; 1602 const float ROTATION_TOLERANCE = 0.02f;
1390 1603
1391 if (m_followCamAuto) 1604 m_doingCamRayCast = false;
1605 if (hitYN && localid != LocalId)
1392 { 1606 {
1393 if (hitYN) 1607 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1608 bool IsPrim = group != null;
1609 if (IsPrim)
1394 { 1610 {
1395 CameraConstraintActive = true; 1611 SceneObjectPart part = group.GetPart(localid);
1396 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1612 if (part != null && !part.VolumeDetectActive)
1397 1613 {
1398 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1614 CameraConstraintActive = true;
1399 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1615 pNormal.X = (float) Math.Round(pNormal.X, 2);
1616 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1617 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1618 pNormal.Normalize();
1619 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1620 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1621 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1622
1623 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1624 Vector3.Dot(collisionPoint, pNormal));
1625 UpdateCameraCollisionPlane(plane);
1626 }
1400 } 1627 }
1401 else 1628 else
1402 { 1629 {
1403 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1630 CameraConstraintActive = true;
1404 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1631 pNormal.X = (float) Math.Round(pNormal.X, 2);
1405 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1632 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1406 { 1633 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1407 if (CameraConstraintActive) 1634 pNormal.Normalize();
1408 { 1635 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1409 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1636 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1410 CameraConstraintActive = false; 1637 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1411 } 1638
1412 } 1639 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1640 Vector3.Dot(collisionPoint, pNormal));
1641 UpdateCameraCollisionPlane(plane);
1413 } 1642 }
1414 } 1643 }
1644 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1645 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1646 {
1647 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1648 UpdateCameraCollisionPlane(plane);
1649 CameraConstraintActive = false;
1650 }
1415 } 1651 }
1416 1652
1417 /// <summary> 1653 /// <summary>
@@ -1485,12 +1721,6 @@ namespace OpenSim.Region.Framework.Scenes
1485 // DrawDistance = agentData.Far; 1721 // DrawDistance = agentData.Far;
1486 DrawDistance = Scene.DefaultDrawDistance; 1722 DrawDistance = Scene.DefaultDrawDistance;
1487 1723
1488 // Check if Client has camera in 'follow cam' or 'build' mode.
1489 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1490
1491 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1492 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1493
1494 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1724 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1495 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1725 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1496 1726
@@ -1510,14 +1740,38 @@ namespace OpenSim.Region.Framework.Scenes
1510 StandUp(); 1740 StandUp();
1511 } 1741 }
1512 1742
1513 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1514 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1743 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1515 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1744 // this exclude checks may not be complete
1745
1746 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1516 { 1747 {
1517 if (m_followCamAuto) 1748 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1749 {
1750 Vector3 posAdjusted = AbsolutePosition;
1751// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1752 posAdjusted.Z += 1.0f; // viewer current camera focus point
1753 Vector3 tocam = CameraPosition - posAdjusted;
1754 tocam.X = (float)Math.Round(tocam.X, 1);
1755 tocam.Y = (float)Math.Round(tocam.Y, 1);
1756 tocam.Z = (float)Math.Round(tocam.Z, 1);
1757
1758 float distTocamlen = tocam.Length();
1759 if (distTocamlen > 0.3f)
1760 {
1761 tocam *= (1.0f / distTocamlen);
1762 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1763 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1764 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1765
1766 m_doingCamRayCast = true;
1767 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1768 }
1769 }
1770 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1518 { 1771 {
1519 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1772 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1520 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1773 UpdateCameraCollisionPlane(plane);
1774 CameraConstraintActive = false;
1521 } 1775 }
1522 } 1776 }
1523 1777
@@ -1982,7 +2236,8 @@ namespace OpenSim.Region.Framework.Scenes
1982// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2236// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1983 2237
1984 MovingToTarget = false; 2238 MovingToTarget = false;
1985 MoveToPositionTarget = Vector3.Zero; 2239// MoveToPositionTarget = Vector3.Zero;
2240 m_forceToApply = null; // cancel possible last action
1986 2241
1987 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2242 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1988 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2243 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -2000,12 +2255,17 @@ namespace OpenSim.Region.Framework.Scenes
2000// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2255// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
2001 2256
2002 SitGround = false; 2257 SitGround = false;
2258
2259/* move this down so avatar gets physical in the new position and not where it is siting
2003 if (PhysicsActor == null) 2260 if (PhysicsActor == null)
2004 AddToPhysicalScene(false); 2261 AddToPhysicalScene(false);
2262 */
2005 2263
2006 if (ParentID != 0) 2264 if (ParentID != 0)
2007 { 2265 {
2008 SceneObjectPart part = ParentPart; 2266 SceneObjectPart part = ParentPart;
2267 UnRegisterSeatControls(part.ParentGroup.UUID);
2268
2009 TaskInventoryDictionary taskIDict = part.TaskInventory; 2269 TaskInventoryDictionary taskIDict = part.TaskInventory;
2010 if (taskIDict != null) 2270 if (taskIDict != null)
2011 { 2271 {
@@ -2021,14 +2281,22 @@ namespace OpenSim.Region.Framework.Scenes
2021 } 2281 }
2022 } 2282 }
2023 2283
2024 ParentPosition = part.GetWorldPosition(); 2284 part.ParentGroup.DeleteAvatar(UUID);
2285// ParentPosition = part.GetWorldPosition();
2025 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2286 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2026 2287
2027 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2288// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2028 ParentPosition = Vector3.Zero; 2289// ParentPosition = Vector3.Zero;
2290 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2291 if (part.SitTargetAvatar == UUID)
2292 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
2029 2293
2030 ParentID = 0; 2294 ParentID = 0;
2031 ParentPart = null; 2295 ParentPart = null;
2296
2297 if (PhysicsActor == null)
2298 AddToPhysicalScene(false);
2299
2032 SendAvatarDataToAllAgents(); 2300 SendAvatarDataToAllAgents();
2033 m_requestedSitTargetID = 0; 2301 m_requestedSitTargetID = 0;
2034 2302
@@ -2038,6 +2306,9 @@ namespace OpenSim.Region.Framework.Scenes
2038 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2306 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2039 } 2307 }
2040 2308
2309 else if (PhysicsActor == null)
2310 AddToPhysicalScene(false);
2311
2041 Animator.TrySetMovementAnimation("STAND"); 2312 Animator.TrySetMovementAnimation("STAND");
2042 TriggerScenePresenceUpdated(); 2313 TriggerScenePresenceUpdated();
2043 } 2314 }
@@ -2086,11 +2357,8 @@ namespace OpenSim.Region.Framework.Scenes
2086 if (part == null) 2357 if (part == null)
2087 return; 2358 return;
2088 2359
2089 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2090 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2091
2092 if (PhysicsActor != null) 2360 if (PhysicsActor != null)
2093 m_sitAvatarHeight = PhysicsActor.Size.Z; 2361 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2094 2362
2095 bool canSit = false; 2363 bool canSit = false;
2096 Vector3 pos = part.AbsolutePosition + offset; 2364 Vector3 pos = part.AbsolutePosition + offset;
@@ -2107,31 +2375,31 @@ namespace OpenSim.Region.Framework.Scenes
2107 } 2375 }
2108 else 2376 else
2109 { 2377 {
2378 if (PhysicsSit(part,offset)) // physics engine
2379 return;
2380
2110 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2381 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2111 { 2382 {
2112// m_log.DebugFormat(
2113// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2114// Name, part.Name, part.LocalId);
2115 2383
2116 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2384 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2117 canSit = true; 2385 canSit = true;
2118 } 2386 }
2119// else
2120// {
2121// m_log.DebugFormat(
2122// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2123// Name, part.Name, part.LocalId);
2124// }
2125 } 2387 }
2126 2388
2127 if (canSit) 2389 if (canSit)
2128 { 2390 {
2391
2129 if (PhysicsActor != null) 2392 if (PhysicsActor != null)
2130 { 2393 {
2131 // We can remove the physicsActor until they stand up. 2394 // We can remove the physicsActor until they stand up.
2132 RemoveFromPhysicalScene(); 2395 RemoveFromPhysicalScene();
2133 } 2396 }
2134 2397
2398 if (MovingToTarget)
2399 ResetMoveToTarget();
2400
2401 Velocity = Vector3.Zero;
2402
2135 part.AddSittingAvatar(UUID); 2403 part.AddSittingAvatar(UUID);
2136 2404
2137 cameraAtOffset = part.GetCameraAtOffset(); 2405 cameraAtOffset = part.GetCameraAtOffset();
@@ -2153,6 +2421,9 @@ namespace OpenSim.Region.Framework.Scenes
2153 2421
2154 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2422 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2155 { 2423 {
2424 if (IsChildAgent)
2425 return;
2426
2156 if (ParentID != 0) 2427 if (ParentID != 0)
2157 { 2428 {
2158 if (ParentPart.UUID == targetID) 2429 if (ParentPart.UUID == targetID)
@@ -2168,14 +2439,6 @@ namespace OpenSim.Region.Framework.Scenes
2168 m_requestedSitTargetID = part.LocalId; 2439 m_requestedSitTargetID = part.LocalId;
2169 m_requestedSitTargetUUID = part.UUID; 2440 m_requestedSitTargetUUID = part.UUID;
2170 2441
2171// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2172
2173 if (m_scene.PhysicsScene.SupportsRayCast())
2174 {
2175 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2176 //SitRayCastAvatarPosition(part);
2177 //return;
2178 }
2179 } 2442 }
2180 else 2443 else
2181 { 2444 {
@@ -2185,197 +2448,111 @@ namespace OpenSim.Region.Framework.Scenes
2185 SendSitResponse(targetID, offset, Quaternion.Identity); 2448 SendSitResponse(targetID, offset, Quaternion.Identity);
2186 } 2449 }
2187 2450
2188 /* 2451 // returns false if does not suport so older sit can be tried
2189 public void SitRayCastAvatarPosition(SceneObjectPart part) 2452 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2190 { 2453 {
2191 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2454 if (part == null || part.ParentGroup.IsAttachment)
2192 Vector3 StartRayCastPosition = AbsolutePosition;
2193 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2194 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2195 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2196 }
2197
2198 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2199 {
2200 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2201 if (part != null)
2202 {
2203 if (hitYN)
2204 {
2205 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2206 {
2207 SitRaycastFindEdge(collisionPoint, normal);
2208 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2209 }
2210 else
2211 {
2212 SitRayCastAvatarPositionCameraZ(part);
2213 }
2214 }
2215 else
2216 {
2217 SitRayCastAvatarPositionCameraZ(part);
2218 }
2219 }
2220 else
2221 { 2455 {
2222 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2456 return true;
2223 m_requestedSitTargetUUID = UUID.Zero;
2224 m_requestedSitTargetID = 0;
2225 m_requestedSitOffset = Vector3.Zero;
2226 } 2457 }
2227 2458
2228 } 2459 if ( m_scene.PhysicsScene == null)
2229 2460 return false;
2230 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2231 {
2232 // Next, try to raycast from the camera Z position
2233 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2234 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2235 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2236 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2237 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2238 }
2239 2461
2240 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2462 if (part.PhysActor == null)
2241 {
2242 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2243 if (part != null)
2244 { 2463 {
2245 if (hitYN) 2464 // none physcis shape
2246 { 2465 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2247 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2466 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2248 {
2249 SitRaycastFindEdge(collisionPoint, normal);
2250 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2251 }
2252 else
2253 {
2254 SitRayCastCameraPosition(part);
2255 }
2256 }
2257 else 2467 else
2258 { 2468 { // non physical phantom TODO
2259 SitRayCastCameraPosition(part); 2469 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2470 return false;
2260 } 2471 }
2261 } 2472 return true;
2262 else
2263 {
2264 ControllingClient.SendAlertMessage("Sit position no longer exists");
2265 m_requestedSitTargetUUID = UUID.Zero;
2266 m_requestedSitTargetID = 0;
2267 m_requestedSitOffset = Vector3.Zero;
2268 } 2473 }
2269 2474
2270 }
2271 2475
2272 public void SitRayCastCameraPosition(SceneObjectPart part) 2476 // not doing autopilot
2273 { 2477 m_requestedSitTargetID = 0;
2274 // Next, try to raycast from the camera position
2275 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2276 Vector3 StartRayCastPosition = CameraPosition;
2277 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2278 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2279 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2280 }
2281 2478
2282 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2479 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2283 { 2480 return true;
2284 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2285 if (part != null)
2286 {
2287 if (hitYN)
2288 {
2289 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2290 {
2291 SitRaycastFindEdge(collisionPoint, normal);
2292 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2293 }
2294 else
2295 {
2296 SitRayHorizontal(part);
2297 }
2298 }
2299 else
2300 {
2301 SitRayHorizontal(part);
2302 }
2303 }
2304 else
2305 {
2306 ControllingClient.SendAlertMessage("Sit position no longer exists");
2307 m_requestedSitTargetUUID = UUID.Zero;
2308 m_requestedSitTargetID = 0;
2309 m_requestedSitOffset = Vector3.Zero;
2310 }
2311 2481
2482 return false;
2312 } 2483 }
2313 2484
2314 public void SitRayHorizontal(SceneObjectPart part) 2485
2486 private bool CanEnterLandPosition(Vector3 testPos)
2315 { 2487 {
2316 // Next, try to raycast from the avatar position to fwd 2488 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2317 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2489
2318 Vector3 StartRayCastPosition = CameraPosition; 2490 if (land == null || land.LandData.Name == "NO_LAND")
2319 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2491 return true;
2320 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2492
2321 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2493 return land.CanBeOnThisLand(UUID,testPos.Z);
2322 } 2494 }
2323 2495
2324 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2496 // status
2497 // < 0 ignore
2498 // 0 bad sit spot
2499 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2325 { 2500 {
2326 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2501 if (status < 0)
2327 if (part != null) 2502 return;
2503
2504 if (status == 0)
2328 { 2505 {
2329 if (hitYN) 2506 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2330 { 2507 return;
2331 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2332 {
2333 SitRaycastFindEdge(collisionPoint, normal);
2334 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2335 // Next, try to raycast from the camera position
2336 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2337 Vector3 StartRayCastPosition = CameraPosition;
2338 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2339 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2340 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2341 }
2342 else
2343 {
2344 ControllingClient.SendAlertMessage("Sit position not accessable.");
2345 m_requestedSitTargetUUID = UUID.Zero;
2346 m_requestedSitTargetID = 0;
2347 m_requestedSitOffset = Vector3.Zero;
2348 }
2349 }
2350 else
2351 {
2352 ControllingClient.SendAlertMessage("Sit position not accessable.");
2353 m_requestedSitTargetUUID = UUID.Zero;
2354 m_requestedSitTargetID = 0;
2355 m_requestedSitOffset = Vector3.Zero;
2356 }
2357 } 2508 }
2358 else 2509
2510 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2511 if (part == null)
2512 return;
2513
2514 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2515 if(!CanEnterLandPosition(targetPos))
2359 { 2516 {
2360 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2517 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2361 m_requestedSitTargetUUID = UUID.Zero; 2518 return;
2362 m_requestedSitTargetID = 0;
2363 m_requestedSitOffset = Vector3.Zero;
2364 } 2519 }
2365 2520
2366 } 2521 RemoveFromPhysicalScene();
2367 2522
2368 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2523 if (MovingToTarget)
2369 { 2524 ResetMoveToTarget();
2370 int i = 0; 2525
2371 //throw new NotImplementedException(); 2526 Velocity = Vector3.Zero;
2372 //m_requestedSitTargetUUID = UUID.Zero; 2527
2373 //m_requestedSitTargetID = 0; 2528 part.AddSittingAvatar(UUID);
2374 //m_requestedSitOffset = Vector3.Zero;
2375 2529
2376 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2530 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2531 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2532 bool forceMouselook = part.GetForceMouselook();
2533
2534 ControllingClient.SendSitResponse(
2535 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2536
2537 // not using autopilot
2538
2539 Rotation = Orientation;
2540 m_pos = offset;
2541
2542 m_requestedSitTargetID = 0;
2543 part.ParentGroup.AddAvatar(UUID);
2544
2545 ParentPart = part;
2546 ParentID = part.LocalId;
2547 if(status == 3)
2548 Animator.TrySetMovementAnimation("SIT_GROUND");
2549 else
2550 Animator.TrySetMovementAnimation("SIT");
2551 SendAvatarDataToAllAgents();
2552
2553 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2377 } 2554 }
2378 */ 2555
2379 2556
2380 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2557 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2381 { 2558 {
@@ -2392,6 +2569,7 @@ namespace OpenSim.Region.Framework.Scenes
2392 return; 2569 return;
2393 } 2570 }
2394 2571
2572
2395 if (part.SitTargetAvatar == UUID) 2573 if (part.SitTargetAvatar == UUID)
2396 { 2574 {
2397 Vector3 sitTargetPos = part.SitTargetPosition; 2575 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2406,14 +2584,39 @@ namespace OpenSim.Region.Framework.Scenes
2406 2584
2407 //Quaternion result = (sitTargetOrient * vq) * nq; 2585 //Quaternion result = (sitTargetOrient * vq) * nq;
2408 2586
2409 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2587 double x, y, z, m;
2588
2589 Quaternion r = sitTargetOrient;
2590 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2591
2592 if (Math.Abs(1.0 - m) > 0.000001)
2593 {
2594 m = 1.0 / Math.Sqrt(m);
2595 r.X *= (float)m;
2596 r.Y *= (float)m;
2597 r.Z *= (float)m;
2598 r.W *= (float)m;
2599 }
2600
2601 x = 2 * (r.X * r.Z + r.Y * r.W);
2602 y = 2 * (-r.X * r.W + r.Y * r.Z);
2603 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2604
2605 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2606 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2607
2608 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2609
2610// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2410 Rotation = sitTargetOrient; 2611 Rotation = sitTargetOrient;
2411 ParentPosition = part.AbsolutePosition; 2612// ParentPosition = part.AbsolutePosition;
2613 part.ParentGroup.AddAvatar(UUID);
2412 } 2614 }
2413 else 2615 else
2414 { 2616 {
2415 m_pos -= part.AbsolutePosition; 2617 m_pos -= part.AbsolutePosition;
2416 ParentPosition = part.AbsolutePosition; 2618// ParentPosition = part.AbsolutePosition;
2619 part.ParentGroup.AddAvatar(UUID);
2417 2620
2418// m_log.DebugFormat( 2621// m_log.DebugFormat(
2419// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2622// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2468,6 +2671,13 @@ namespace OpenSim.Region.Framework.Scenes
2468 TriggerScenePresenceUpdated(); 2671 TriggerScenePresenceUpdated();
2469 } 2672 }
2470 2673
2674 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2675 {
2676 Animator.avnChangeAnim(animID, addRemove, sendPack);
2677 }
2678
2679
2680
2471 /// <summary> 2681 /// <summary>
2472 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2682 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2473 /// </summary> 2683 /// </summary>
@@ -2524,8 +2734,8 @@ namespace OpenSim.Region.Framework.Scenes
2524 direc.Z *= 2.6f; 2734 direc.Z *= 2.6f;
2525 2735
2526 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2736 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2527 Animator.TrySetMovementAnimation("PREJUMP"); 2737// Animator.TrySetMovementAnimation("PREJUMP");
2528 Animator.TrySetMovementAnimation("JUMP"); 2738// Animator.TrySetMovementAnimation("JUMP");
2529 } 2739 }
2530 } 2740 }
2531 } 2741 }
@@ -2534,6 +2744,7 @@ namespace OpenSim.Region.Framework.Scenes
2534 2744
2535 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2745 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2536 m_forceToApply = direc; 2746 m_forceToApply = direc;
2747 Animator.UpdateMovementAnimations();
2537 } 2748 }
2538 2749
2539 #endregion 2750 #endregion
@@ -2551,16 +2762,12 @@ namespace OpenSim.Region.Framework.Scenes
2551 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2762 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2552 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2763 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2553 // storing a requested force instead of an actual traveling velocity 2764 // storing a requested force instead of an actual traveling velocity
2765 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2766 SendAvatarDataToAllAgents();
2554 2767
2555 // Throw away duplicate or insignificant updates 2768 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2556 if ( 2769 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2557 // If the velocity has become zero, send it no matter what. 2770 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2558 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2559 // otherwise, if things have changed reasonably, send the update
2560 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2561 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2562 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2563
2564 { 2771 {
2565 SendTerseUpdateToAllClients(); 2772 SendTerseUpdateToAllClients();
2566 2773
@@ -2718,9 +2925,7 @@ namespace OpenSim.Region.Framework.Scenes
2718 // again here... this comes after the cached appearance check because the avatars 2925 // again here... this comes after the cached appearance check because the avatars
2719 // appearance goes into the avatar update packet 2926 // appearance goes into the avatar update packet
2720 SendAvatarDataToAllAgents(); 2927 SendAvatarDataToAllAgents();
2721 2928 SendAppearanceToAgent(this);
2722 // This invocation always shows up in the viewer logs as an error.
2723 // SendAppearanceToAgent(this);
2724 2929
2725 // If we are using the the cached appearance then send it out to everyone 2930 // If we are using the the cached appearance then send it out to everyone
2726 if (cachedappearance) 2931 if (cachedappearance)
@@ -2751,6 +2956,8 @@ namespace OpenSim.Region.Framework.Scenes
2751 return; 2956 return;
2752 } 2957 }
2753 2958
2959 m_lastSize = Appearance.AvatarSize;
2960
2754 int count = 0; 2961 int count = 0;
2755 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2962 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2756 { 2963 {
@@ -2858,6 +3065,8 @@ namespace OpenSim.Region.Framework.Scenes
2858 3065
2859 avatar.ControllingClient.SendAppearance( 3066 avatar.ControllingClient.SendAppearance(
2860 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3067 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3068
3069
2861 } 3070 }
2862 3071
2863 #endregion 3072 #endregion
@@ -2932,8 +3141,9 @@ namespace OpenSim.Region.Framework.Scenes
2932 3141
2933 // If we don't have a PhysActor, we can't cross anyway 3142 // If we don't have a PhysActor, we can't cross anyway
2934 // Also don't do this while sat, sitting avatars cross with the 3143 // Also don't do this while sat, sitting avatars cross with the
2935 // object they sit on. 3144 // object they sit on. ParentUUID denoted a pending sit, don't
2936 if (ParentID != 0 || PhysicsActor == null) 3145 // interfere with it.
3146 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2937 return; 3147 return;
2938 3148
2939 if (!IsInTransit) 3149 if (!IsInTransit)
@@ -3196,6 +3406,10 @@ namespace OpenSim.Region.Framework.Scenes
3196 } 3406 }
3197 3407
3198 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3408 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3409 private void RaiseUpdateThrottles()
3410 {
3411 m_scene.EventManager.TriggerThrottleUpdate(this);
3412 }
3199 /// <summary> 3413 /// <summary>
3200 /// This updates important decision making data about a child agent 3414 /// This updates important decision making data about a child agent
3201 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3415 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3276,6 +3490,9 @@ namespace OpenSim.Region.Framework.Scenes
3276 cAgent.AlwaysRun = SetAlwaysRun; 3490 cAgent.AlwaysRun = SetAlwaysRun;
3277 3491
3278 cAgent.Appearance = new AvatarAppearance(Appearance); 3492 cAgent.Appearance = new AvatarAppearance(Appearance);
3493
3494 cAgent.ParentPart = ParentUUID;
3495 cAgent.SitOffset = m_pos;
3279 3496
3280 lock (scriptedcontrols) 3497 lock (scriptedcontrols)
3281 { 3498 {
@@ -3284,7 +3501,7 @@ namespace OpenSim.Region.Framework.Scenes
3284 3501
3285 foreach (ScriptControllers c in scriptedcontrols.Values) 3502 foreach (ScriptControllers c in scriptedcontrols.Values)
3286 { 3503 {
3287 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3504 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3288 } 3505 }
3289 cAgent.Controllers = controls; 3506 cAgent.Controllers = controls;
3290 } 3507 }
@@ -3317,6 +3534,8 @@ namespace OpenSim.Region.Framework.Scenes
3317 CameraAtAxis = cAgent.AtAxis; 3534 CameraAtAxis = cAgent.AtAxis;
3318 CameraLeftAxis = cAgent.LeftAxis; 3535 CameraLeftAxis = cAgent.LeftAxis;
3319 CameraUpAxis = cAgent.UpAxis; 3536 CameraUpAxis = cAgent.UpAxis;
3537 ParentUUID = cAgent.ParentPart;
3538 m_prevSitOffset = cAgent.SitOffset;
3320 3539
3321 // When we get to the point of re-computing neighbors everytime this 3540 // When we get to the point of re-computing neighbors everytime this
3322 // changes, then start using the agent's drawdistance rather than the 3541 // changes, then start using the agent's drawdistance rather than the
@@ -3354,6 +3573,7 @@ namespace OpenSim.Region.Framework.Scenes
3354 foreach (ControllerData c in cAgent.Controllers) 3573 foreach (ControllerData c in cAgent.Controllers)
3355 { 3574 {
3356 ScriptControllers sc = new ScriptControllers(); 3575 ScriptControllers sc = new ScriptControllers();
3576 sc.objectID = c.ObjectID;
3357 sc.itemID = c.ItemID; 3577 sc.itemID = c.ItemID;
3358 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3578 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3359 sc.eventControls = (ScriptControlled)c.EventControls; 3579 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3421,20 +3641,27 @@ namespace OpenSim.Region.Framework.Scenes
3421 } 3641 }
3422 3642
3423 if (Appearance.AvatarHeight == 0) 3643 if (Appearance.AvatarHeight == 0)
3424 Appearance.SetHeight(); 3644// Appearance.SetHeight();
3645 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3425 3646
3426 PhysicsScene scene = m_scene.PhysicsScene; 3647 PhysicsScene scene = m_scene.PhysicsScene;
3427 3648
3428 Vector3 pVec = AbsolutePosition; 3649 Vector3 pVec = AbsolutePosition;
3429 3650
3651/*
3430 PhysicsActor = scene.AddAvatar( 3652 PhysicsActor = scene.AddAvatar(
3431 LocalId, Firstname + "." + Lastname, pVec, 3653 LocalId, Firstname + "." + Lastname, pVec,
3432 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3654 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3655*/
3656
3657 PhysicsActor = scene.AddAvatar(
3658 LocalId, Firstname + "." + Lastname, pVec,
3659 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3433 3660
3434 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3661 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3435 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3662 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3436 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3663 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3437 PhysicsActor.SubscribeEvents(500); 3664 PhysicsActor.SubscribeEvents(100);
3438 PhysicsActor.LocalID = LocalId; 3665 PhysicsActor.LocalID = LocalId;
3439 } 3666 }
3440 3667
@@ -3448,6 +3675,7 @@ namespace OpenSim.Region.Framework.Scenes
3448 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3675 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3449 } 3676 }
3450 3677
3678
3451 /// <summary> 3679 /// <summary>
3452 /// Event called by the physics plugin to tell the avatar about a collision. 3680 /// Event called by the physics plugin to tell the avatar about a collision.
3453 /// </summary> 3681 /// </summary>
@@ -3461,7 +3689,7 @@ namespace OpenSim.Region.Framework.Scenes
3461 /// <param name="e"></param> 3689 /// <param name="e"></param>
3462 public void PhysicsCollisionUpdate(EventArgs e) 3690 public void PhysicsCollisionUpdate(EventArgs e)
3463 { 3691 {
3464 if (IsChildAgent) 3692 if (IsChildAgent || Animator == null)
3465 return; 3693 return;
3466 3694
3467 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3695 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3478,7 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
3478 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3706 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3479 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3707 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3480 3708
3481 CollisionPlane = Vector4.UnitW;
3482 3709
3483// // No collisions at all means we may be flying. Update always 3710// // No collisions at all means we may be flying. Update always
3484// // to make falling work 3711// // to make falling work
@@ -3490,6 +3717,7 @@ namespace OpenSim.Region.Framework.Scenes
3490 3717
3491 if (coldata.Count != 0) 3718 if (coldata.Count != 0)
3492 { 3719 {
3720/*
3493 switch (Animator.CurrentMovementAnimation) 3721 switch (Animator.CurrentMovementAnimation)
3494 { 3722 {
3495 case "STAND": 3723 case "STAND":
@@ -3498,24 +3726,38 @@ namespace OpenSim.Region.Framework.Scenes
3498 case "CROUCH": 3726 case "CROUCH":
3499 case "CROUCHWALK": 3727 case "CROUCHWALK":
3500 { 3728 {
3729 */
3501 ContactPoint lowest; 3730 ContactPoint lowest;
3502 lowest.SurfaceNormal = Vector3.Zero; 3731 lowest.SurfaceNormal = Vector3.Zero;
3503 lowest.Position = Vector3.Zero; 3732 lowest.Position = Vector3.Zero;
3504 lowest.Position.Z = Single.NaN; 3733 lowest.Position.Z = float.MaxValue;
3505 3734
3506 foreach (ContactPoint contact in coldata.Values) 3735 foreach (ContactPoint contact in coldata.Values)
3507 { 3736 {
3508 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3737
3738 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3509 { 3739 {
3510 lowest = contact; 3740 lowest = contact;
3511 } 3741 }
3512 } 3742 }
3513 3743
3514 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3744 if (lowest.Position.Z != float.MaxValue)
3745 {
3746 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3747 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3748 }
3749 else
3750 CollisionPlane = Vector4.UnitW;
3751/*
3515 } 3752 }
3516 break; 3753 break;
3517 } 3754 }
3755*/
3518 } 3756 }
3757 else
3758 CollisionPlane = Vector4.UnitW;
3759
3760 RaiseCollisionScriptEvents(coldata);
3519 3761
3520 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3762 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3521 if (Invulnerable || GodLevel > 0) 3763 if (Invulnerable || GodLevel > 0)
@@ -3614,6 +3856,13 @@ namespace OpenSim.Region.Framework.Scenes
3614 // m_reprioritizationTimer.Dispose(); 3856 // m_reprioritizationTimer.Dispose();
3615 3857
3616 RemoveFromPhysicalScene(); 3858 RemoveFromPhysicalScene();
3859
3860 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3861
3862// if (Animator != null)
3863// Animator.Close();
3864 Animator = null;
3865
3617 } 3866 }
3618 3867
3619 public void AddAttachment(SceneObjectGroup gobj) 3868 public void AddAttachment(SceneObjectGroup gobj)
@@ -3847,10 +4096,18 @@ namespace OpenSim.Region.Framework.Scenes
3847 4096
3848 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4097 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3849 { 4098 {
4099 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4100 if (p == null)
4101 return;
4102
4103 ControllingClient.SendTakeControls(controls, false, false);
4104 ControllingClient.SendTakeControls(controls, true, false);
4105
3850 ScriptControllers obj = new ScriptControllers(); 4106 ScriptControllers obj = new ScriptControllers();
3851 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4107 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3852 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4108 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3853 4109
4110 obj.objectID = p.ParentGroup.UUID;
3854 obj.itemID = Script_item_UUID; 4111 obj.itemID = Script_item_UUID;
3855 if (pass_on == 0 && accept == 0) 4112 if (pass_on == 0 && accept == 0)
3856 { 4113 {
@@ -3899,6 +4156,21 @@ namespace OpenSim.Region.Framework.Scenes
3899 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4156 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3900 } 4157 }
3901 4158
4159 private void UnRegisterSeatControls(UUID obj)
4160 {
4161 List<UUID> takers = new List<UUID>();
4162
4163 foreach (ScriptControllers c in scriptedcontrols.Values)
4164 {
4165 if (c.objectID == obj)
4166 takers.Add(c.itemID);
4167 }
4168 foreach (UUID t in takers)
4169 {
4170 UnRegisterControlEventsToScript(0, t);
4171 }
4172 }
4173
3902 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4174 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3903 { 4175 {
3904 ScriptControllers takecontrols; 4176 ScriptControllers takecontrols;
@@ -4228,6 +4500,12 @@ namespace OpenSim.Region.Framework.Scenes
4228 4500
4229 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4501 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4230 { 4502 {
4503 string reason;
4504
4505 // Honor bans
4506 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4507 return;
4508
4231 SceneObjectGroup telehub = null; 4509 SceneObjectGroup telehub = null;
4232 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4510 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4233 { 4511 {
@@ -4267,11 +4545,206 @@ namespace OpenSim.Region.Framework.Scenes
4267 pos = land.LandData.UserLocation; 4545 pos = land.LandData.UserLocation;
4268 } 4546 }
4269 } 4547 }
4270 4548
4271 land.SendLandUpdateToClient(ControllingClient); 4549 land.SendLandUpdateToClient(ControllingClient);
4272 } 4550 }
4273 } 4551 }
4274 4552
4553 private DetectedObject CreateDetObject(SceneObjectPart obj)
4554 {
4555 DetectedObject detobj = new DetectedObject();
4556 detobj.keyUUID = obj.UUID;
4557 detobj.nameStr = obj.Name;
4558 detobj.ownerUUID = obj.OwnerID;
4559 detobj.posVector = obj.AbsolutePosition;
4560 detobj.rotQuat = obj.GetWorldRotation();
4561 detobj.velVector = obj.Velocity;
4562 detobj.colliderType = 0;
4563 detobj.groupUUID = obj.GroupID;
4564
4565 return detobj;
4566 }
4567
4568 private DetectedObject CreateDetObject(ScenePresence av)
4569 {
4570 DetectedObject detobj = new DetectedObject();
4571 detobj.keyUUID = av.UUID;
4572 detobj.nameStr = av.ControllingClient.Name;
4573 detobj.ownerUUID = av.UUID;
4574 detobj.posVector = av.AbsolutePosition;
4575 detobj.rotQuat = av.Rotation;
4576 detobj.velVector = av.Velocity;
4577 detobj.colliderType = 0;
4578 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4579
4580 return detobj;
4581 }
4582
4583 private DetectedObject CreateDetObjectForGround()
4584 {
4585 DetectedObject detobj = new DetectedObject();
4586 detobj.keyUUID = UUID.Zero;
4587 detobj.nameStr = "";
4588 detobj.ownerUUID = UUID.Zero;
4589 detobj.posVector = AbsolutePosition;
4590 detobj.rotQuat = Quaternion.Identity;
4591 detobj.velVector = Vector3.Zero;
4592 detobj.colliderType = 0;
4593 detobj.groupUUID = UUID.Zero;
4594
4595 return detobj;
4596 }
4597
4598 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4599 {
4600 ColliderArgs colliderArgs = new ColliderArgs();
4601 List<DetectedObject> colliding = new List<DetectedObject>();
4602 foreach (uint localId in colliders)
4603 {
4604 if (localId == 0)
4605 continue;
4606
4607 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4608 if (obj != null)
4609 {
4610 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4611 colliding.Add(CreateDetObject(obj));
4612 }
4613 else
4614 {
4615 ScenePresence av = m_scene.GetScenePresence(localId);
4616 if (av != null && (!av.IsChildAgent))
4617 {
4618 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4619 colliding.Add(CreateDetObject(av));
4620 }
4621 }
4622 }
4623
4624 colliderArgs.Colliders = colliding;
4625
4626 return colliderArgs;
4627 }
4628
4629 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4630
4631 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4632 {
4633 ColliderArgs CollidingMessage;
4634
4635 if (colliders.Count > 0)
4636 {
4637 if ((dest.RootPart.ScriptEvents & ev) != 0)
4638 {
4639 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4640
4641 if (CollidingMessage.Colliders.Count > 0)
4642 notify(dest.RootPart.LocalId, CollidingMessage);
4643 }
4644 }
4645 }
4646
4647 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4648 {
4649 if ((dest.RootPart.ScriptEvents & ev) != 0)
4650 {
4651 ColliderArgs LandCollidingMessage = new ColliderArgs();
4652 List<DetectedObject> colliding = new List<DetectedObject>();
4653
4654 colliding.Add(CreateDetObjectForGround());
4655 LandCollidingMessage.Colliders = colliding;
4656
4657 notify(dest.RootPart.LocalId, LandCollidingMessage);
4658 }
4659 }
4660
4661 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4662 {
4663 try
4664 {
4665 List<uint> thisHitColliders = new List<uint>();
4666 List<uint> endedColliders = new List<uint>();
4667 List<uint> startedColliders = new List<uint>();
4668 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4669 CollisionForSoundInfo soundinfo;
4670 ContactPoint curcontact;
4671
4672 if (coldata.Count == 0)
4673 {
4674 if (m_lastColliders.Count == 0)
4675 return; // nothing to do
4676
4677 foreach (uint localID in m_lastColliders)
4678 {
4679 endedColliders.Add(localID);
4680 }
4681 m_lastColliders.Clear();
4682 }
4683
4684 else
4685 {
4686 foreach (uint id in coldata.Keys)
4687 {
4688 thisHitColliders.Add(id);
4689 if (!m_lastColliders.Contains(id))
4690 {
4691 startedColliders.Add(id);
4692 curcontact = coldata[id];
4693 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4694 {
4695 soundinfo = new CollisionForSoundInfo();
4696 soundinfo.colliderID = id;
4697 soundinfo.position = curcontact.Position;
4698 soundinfo.relativeVel = curcontact.RelativeSpeed;
4699 soundinfolist.Add(soundinfo);
4700 }
4701 }
4702 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4703 }
4704
4705 // calculate things that ended colliding
4706 foreach (uint localID in m_lastColliders)
4707 {
4708 if (!thisHitColliders.Contains(localID))
4709 {
4710 endedColliders.Add(localID);
4711 }
4712 }
4713 //add the items that started colliding this time to the last colliders list.
4714 foreach (uint localID in startedColliders)
4715 {
4716 m_lastColliders.Add(localID);
4717 }
4718 // remove things that ended colliding from the last colliders list
4719 foreach (uint localID in endedColliders)
4720 {
4721 m_lastColliders.Remove(localID);
4722 }
4723
4724 if (soundinfolist.Count > 0)
4725 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4726 }
4727
4728 foreach (SceneObjectGroup att in GetAttachments())
4729 {
4730 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4731 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4732 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4733
4734 if (startedColliders.Contains(0))
4735 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4736 if (m_lastColliders.Contains(0))
4737 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4738 if (endedColliders.Contains(0))
4739 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4740 }
4741 }
4742 finally
4743 {
4744 m_collisionEventFlag = false;
4745 }
4746 }
4747
4275 private void TeleportFlagsDebug() { 4748 private void TeleportFlagsDebug() {
4276 4749
4277 // Some temporary debugging help to show all the TeleportFlags we have... 4750 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4296,6 +4769,5 @@ namespace OpenSim.Region.Framework.Scenes
4296 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4769 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4297 4770
4298 } 4771 }
4299
4300 } 4772 }
4301} 4773}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 39420a6..ce4fb40 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -368,11 +374,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
368 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
369 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
370 376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
371 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
372 m_SOPXmlProcessors.Add("Density", ProcessDensity); 386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
373 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
374 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
375 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
376 392
377 #endregion 393 #endregion
378 394
@@ -401,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
401 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
402 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
403 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
404 420
405 #endregion 421 #endregion
406 422
407 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -626,6 +642,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
626 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
627 } 643 }
628 644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
629 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
630 { 673 {
631 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -795,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
795 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
796 } 839 }
797 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
798 #endregion 860 #endregion
799 861
800 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1182,6 +1244,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1182 }); 1244 });
1183 1245
1184 writer.WriteEndElement(); 1246 writer.WriteEndElement();
1247
1248 if (sog.RootPart.KeyframeMotion != null)
1249 {
1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1251
1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1253 writer.WriteBase64(data, 0, data.Length);
1254 writer.WriteEndElement();
1255 }
1256
1185 writer.WriteEndElement(); 1257 writer.WriteEndElement();
1186 } 1258 }
1187 1259
@@ -1289,6 +1361,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1289 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1290 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1291 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1292 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1293 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1294 if (sop.Density != 1000.0f) 1376 if (sop.Density != 1000.0f)
@@ -1299,6 +1381,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1299 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1381 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1300 if (sop.GravityModifier != 1.0f) 1382 if (sop.GravityModifier != 1.0f)
1301 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1302 1386
1303 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1304 } 1388 }
@@ -1524,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1524 { 1608 {
1525 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1526 1610
1527 if (reader.IsEmptyElement)
1528 {
1529 reader.Read();
1530 return tinv;
1531 }
1532
1533 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1534 1612
1535 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 95f9caf..bf32251 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;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
292 if (!m_scene.Active) 293 if (!m_scene.Active)
293 return; 294 return;
294 295
295 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 296 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
296 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 297 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
297 298
298 // Know what's not thread safe in Mono... modifying timers. 299 // Know what's not thread safe in Mono... modifying timers.
@@ -330,6 +331,35 @@ namespace OpenSim.Region.Framework.Scenes
330 physfps = 0; 331 physfps = 0;
331 332
332#endregion 333#endregion
334 float factor = 1 / m_statsUpdateFactor;
335
336 if (reportedFPS <= 0)
337 reportedFPS = 1;
338
339 float perframe = 1.0f / (float)reportedFPS;
340
341 float TotalFrameTime = m_frameMS * perframe;
342
343 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
344
345 float sparetime;
346 float sleeptime;
347
348 if (TotalFrameTime > targetframetime)
349 {
350 sparetime = 0;
351 sleeptime = 0;
352 }
353 else
354 {
355 sparetime = m_frameMS - m_physicsMS - m_agentMS;
356 sparetime *= perframe;
357 if (sparetime < 0)
358 sparetime = 0;
359 else if (sparetime > TotalFrameTime)
360 sparetime = TotalFrameTime;
361 sleeptime = m_sleeptimeMS * perframe;
362 }
333 363
334 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 364 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
335 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 365 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -341,25 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
341 // so that stat numbers are always consistent. 371 // so that stat numbers are always consistent.
342 CheckStatSanity(); 372 CheckStatSanity();
343 373
344 //Our time dilation is 0.91 when we're running a full speed, 374 // other MS is actually simulation time
345 // therefore to make sure we get an appropriate range, 375 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
346 // we have to factor in our error. (0.10f * statsUpdateFactor) 376 // m_imageMS m_netMS are not included in m_frameMS
347 // multiplies the fix for the error times the amount of times it'll occur a second
348 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
349 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
350
351 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
352 // values to X-per-second values.
353 377
354 uint thisFrame = m_scene.Frame; 378 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
355 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 379 if (m_otherMS < 0)
356 m_lastUpdateFrame = thisFrame; 380 m_otherMS = 0;
357 381
358 // Avoid div-by-zero if somehow we've not updated any frames. 382 for (int i = 0; i < 23; i++)
359 if (framesUpdated == 0)
360 framesUpdated = 1;
361
362 for (int i = 0; i < 22; i++)
363 { 383 {
364 sb[i] = new SimStatsPacket.StatBlock(); 384 sb[i] = new SimStatsPacket.StatBlock();
365 } 385 }
@@ -389,19 +409,19 @@ namespace OpenSim.Region.Framework.Scenes
389 sb[7].StatValue = m_activePrim; 409 sb[7].StatValue = m_activePrim;
390 410
391 sb[8].StatID = (uint)Stats.FrameMS; 411 sb[8].StatID = (uint)Stats.FrameMS;
392 sb[8].StatValue = m_frameMS / framesUpdated; 412 sb[8].StatValue = TotalFrameTime;
393 413
394 sb[9].StatID = (uint)Stats.NetMS; 414 sb[9].StatID = (uint)Stats.NetMS;
395 sb[9].StatValue = m_netMS / framesUpdated; 415 sb[9].StatValue = m_netMS * perframe;
396 416
397 sb[10].StatID = (uint)Stats.PhysicsMS; 417 sb[10].StatID = (uint)Stats.PhysicsMS;
398 sb[10].StatValue = m_physicsMS / framesUpdated; 418 sb[10].StatValue = m_physicsMS * perframe;
399 419
400 sb[11].StatID = (uint)Stats.ImageMS ; 420 sb[11].StatID = (uint)Stats.ImageMS ;
401 sb[11].StatValue = m_imageMS / framesUpdated; 421 sb[11].StatValue = m_imageMS * perframe;
402 422
403 sb[12].StatID = (uint)Stats.OtherMS; 423 sb[12].StatID = (uint)Stats.OtherMS;
404 sb[12].StatValue = m_otherMS / framesUpdated; 424 sb[12].StatValue = m_otherMS * perframe;
405 425
406 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 426 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
407 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 427 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -413,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
413 sb[15].StatValue = m_unAckedBytes; 433 sb[15].StatValue = m_unAckedBytes;
414 434
415 sb[16].StatID = (uint)Stats.AgentMS; 435 sb[16].StatID = (uint)Stats.AgentMS;
416 sb[16].StatValue = m_agentMS / framesUpdated; 436 sb[16].StatValue = m_agentMS * perframe;
417 437
418 sb[17].StatID = (uint)Stats.PendingDownloads; 438 sb[17].StatID = (uint)Stats.PendingDownloads;
419 sb[17].StatValue = m_pendingDownloads; 439 sb[17].StatValue = m_pendingDownloads;
@@ -428,7 +448,10 @@ namespace OpenSim.Region.Framework.Scenes
428 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 448 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
429 449
430 sb[21].StatID = (uint)Stats.SimSpareMs; 450 sb[21].StatID = (uint)Stats.SimSpareMs;
431 sb[21].StatValue = m_spareMS / framesUpdated; 451 sb[21].StatValue = sparetime;
452
453 sb[22].StatID = (uint)Stats.SimSleepMs;
454 sb[22].StatValue = sleeptime;
432 455
433 for (int i = 0; i < 22; i++) 456 for (int i = 0; i < 22; i++)
434 { 457 {
@@ -447,28 +470,32 @@ namespace OpenSim.Region.Framework.Scenes
447 } 470 }
448 471
449 // Extra statistics that aren't currently sent to clients 472 // Extra statistics that aren't currently sent to clients
450 lock (m_lastReportedExtraSimStats) 473 if (m_scene.PhysicsScene != null)
451 { 474 {
452 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 475 lock (m_lastReportedExtraSimStats)
453 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
454
455 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
456
457 if (physicsStats != null)
458 { 476 {
459 foreach (KeyValuePair<string, float> tuple in physicsStats) 477 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
478 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
479
480 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
481
482 if (physicsStats != null)
460 { 483 {
461 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 484 foreach (KeyValuePair<string, float> tuple in physicsStats)
462 // Need to change things so that stats source can indicate whether they are per second or 485 {
463 // per frame. 486 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
464 if (tuple.Key.EndsWith("MS")) 487 // Need to change things so that stats source can indicate whether they are per second or
465 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 488 // per frame.
466 else 489 if (tuple.Key.EndsWith("MS"))
467 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 490 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
491 else
492 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
493 }
468 } 494 }
469 } 495 }
470 } 496 }
471 497
498// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
472 ResetValues(); 499 ResetValues();
473 } 500 }
474 } 501 }
@@ -491,7 +518,8 @@ namespace OpenSim.Region.Framework.Scenes
491 m_physicsMS = 0; 518 m_physicsMS = 0;
492 m_imageMS = 0; 519 m_imageMS = 0;
493 m_otherMS = 0; 520 m_otherMS = 0;
494 m_spareMS = 0; 521// m_spareMS = 0;
522 m_sleeptimeMS = 0;
495 523
496//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 524//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
497//Ckrinke m_scriptMS = 0; 525//Ckrinke m_scriptMS = 0;
@@ -575,11 +603,6 @@ namespace OpenSim.Region.Framework.Scenes
575 SlowFramesStat.Value++; 603 SlowFramesStat.Value++;
576 } 604 }
577 605
578 public void AddSpareMS(int ms)
579 {
580 m_spareMS += ms;
581 }
582
583 public void addNetMS(int ms) 606 public void addNetMS(int ms)
584 { 607 {
585 m_netMS += ms; 608 m_netMS += ms;
@@ -605,6 +628,11 @@ namespace OpenSim.Region.Framework.Scenes
605 m_otherMS += ms; 628 m_otherMS += ms;
606 } 629 }
607 630
631 public void addSleepMS(int ms)
632 {
633 m_sleeptimeMS += ms;
634 }
635
608 public void AddPendingDownloads(int count) 636 public void AddPendingDownloads(int count)
609 { 637 {
610 m_pendingDownloads += count; 638 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 0e83781..7b47275 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -85,10 +85,6 @@ namespace OpenSim.Region.Framework.Scenes
85 /// <param name="assetUuids">The assets gathered</param> 85 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
87 { 87 {
88 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid))
90 return;
91
92 try 88 try
93 { 89 {
94 assetUuids[assetUuid] = assetType; 90 assetUuids[assetUuid] = assetType;