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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs35
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs67
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs223
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs159
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1081
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs931
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2672 insertions, 991 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 272f718..3a3ec2b 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -140,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
140 140
141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
142 { 142 {
143 if (entity == null) return double.NaN;
143 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 144 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
144 if (presence != null) 145 if (presence != null)
145 { 146 {
@@ -150,11 +151,16 @@ namespace OpenSim.Region.Framework.Scenes
150 // Use group position for child prims 151 // Use group position for child prims
151 Vector3 entityPos = entity.AbsolutePosition; 152 Vector3 entityPos = entity.AbsolutePosition;
152 if (entity is SceneObjectPart) 153 if (entity is SceneObjectPart)
153 { 154 {
154 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 155 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
155 // before its scheduled update was triggered 156 if (group == null)
156 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 157 {
157 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 158 entityPos = entity.AbsolutePosition;
159 }
160 else
161 {
162 entityPos = group.AbsolutePosition;
163 }
158 } 164 }
159 else 165 else
160 { 166 {
@@ -199,9 +205,9 @@ namespace OpenSim.Region.Framework.Scenes
199 return 0.0; 205 return 0.0;
200 206
201 // Use group position for child prims 207 // Use group position for child prims
202 Vector3 entityPos = entity.AbsolutePosition; 208 Vector3 entityPos;
203 if (entity is SceneObjectPart) 209 if (entity is SceneObjectPart)
204 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 210 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
205 else 211 else
206 entityPos = entity.AbsolutePosition; 212 entityPos = entity.AbsolutePosition;
207 213
@@ -224,12 +230,19 @@ namespace OpenSim.Region.Framework.Scenes
224 230
225 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
226 { 232 {
227 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
228 if (physActor == null || !physActor.IsPhysical)
229 priority += 100;
230
231 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 233 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
234 {
232 priority = 1.0; 235 priority = 1.0;
236 }
237 else
238 {
239 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
240 if (physActor == null || !physActor.IsPhysical)
241 priority += 100;
242 }
243
244 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
245 priority +=1;
233 } 246 }
234 return priority; 247 return priority;
235 } 248 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 2ac46e2..8760c84 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -633,6 +648,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 648 return;
634 } 649 }
635 650
651 if (newName == null) newName = item.Name;
652
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 653 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 654
638 if (asset != null) 655 if (asset != null)
@@ -680,6 +697,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 697 }
681 698
682 /// <summary> 699 /// <summary>
700 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
701 /// </summary>
702 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
703 {
704 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
705 foreach (InventoryItemBase b in items)
706 {
707 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
708 InventoryItemBase n = InventoryService.GetItem(b);
709 n.Folder = destfolder;
710 moveitems.Add(n);
711 remoteClient.SendInventoryItemCreateUpdate(n, 0);
712 }
713
714 MoveInventoryItem(remoteClient, moveitems);
715 }
716
717 /// <summary>
683 /// Move an item within the agent's inventory. 718 /// Move an item within the agent's inventory.
684 /// </summary> 719 /// </summary>
685 /// <param name="remoteClient"></param> 720 /// <param name="remoteClient"></param>
@@ -914,8 +949,12 @@ namespace OpenSim.Region.Framework.Scenes
914 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 949 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
915 { 950 {
916 SceneObjectPart part = GetSceneObjectPart(localID); 951 SceneObjectPart part = GetSceneObjectPart(localID);
917 SceneObjectGroup group = part.ParentGroup; 952 SceneObjectGroup group = null;
918 if (group != null) 953 if (part != null)
954 {
955 group = part.ParentGroup;
956 }
957 if (part != null && group != null)
919 { 958 {
920 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 959 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
921 return; 960 return;
@@ -1496,7 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes
1496 return; 1535 return;
1497 1536
1498 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1537 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1499 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1538 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1500 remoteClient.AgentId); 1539 remoteClient.AgentId);
1501 AssetService.Store(asset); 1540 AssetService.Store(asset);
1502 1541
@@ -1691,11 +1730,19 @@ namespace OpenSim.Region.Framework.Scenes
1691 // Invalid id 1730 // Invalid id
1692 SceneObjectPart part = GetSceneObjectPart(localID); 1731 SceneObjectPart part = GetSceneObjectPart(localID);
1693 if (part == null) 1732 if (part == null)
1733 {
1734 //Client still thinks the object exists, kill it
1735 SendKillObject(localID);
1694 continue; 1736 continue;
1737 }
1695 1738
1696 // Already deleted by someone else 1739 // Already deleted by someone else
1697 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1740 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1741 {
1742 //Client still thinks the object exists, kill it
1743 SendKillObject(localID);
1698 continue; 1744 continue;
1745 }
1699 1746
1700 // Can't delete child prims 1747 // Can't delete child prims
1701 if (part != part.ParentGroup.RootPart) 1748 if (part != part.ParentGroup.RootPart)
@@ -1722,15 +1769,21 @@ namespace OpenSim.Region.Framework.Scenes
1722 } 1769 }
1723 else 1770 else
1724 { 1771 {
1725 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1772 if (action == DeRezAction.TakeCopy)
1773 {
1774 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTakeCopy = false;
1776 }
1777 else
1778 {
1726 permissionToTakeCopy = false; 1779 permissionToTakeCopy = false;
1780 }
1727 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1781 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1728 permissionToTake = false; 1782 permissionToTake = false;
1729 1783
1730 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1784 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1731 permissionToDelete = false; 1785 permissionToDelete = false;
1732 } 1786 }
1733
1734 } 1787 }
1735 1788
1736 // Handle god perms 1789 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index db081cc..6a742c1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -136,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
136 protected SceneCommunicationService m_sceneGridService; 136 protected SceneCommunicationService m_sceneGridService;
137 public bool LoginsDisabled = true; 137 public bool LoginsDisabled = true;
138 public bool LoadingPrims = false; 138 public bool LoadingPrims = false;
139 public bool CombineRegions = false;
139 140
140 public new float TimeDilation 141 public new float TimeDilation
141 { 142 {
@@ -149,6 +150,20 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 public IXfer XferManager; 151 public IXfer XferManager;
151 152
153 protected ISnmpModule m_snmpService = null;
154 public ISnmpModule SnmpService
155 {
156 get
157 {
158 if (m_snmpService == null)
159 {
160 m_snmpService = RequestModuleInterface<ISnmpModule>();
161 }
162
163 return m_snmpService;
164 }
165 }
166
152 protected IAssetService m_AssetService; 167 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 168 protected IAuthorizationService m_AuthorizationService;
154 169
@@ -383,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
383 private bool m_firstHeartbeat = true; 398 private bool m_firstHeartbeat = true;
384 399
385 private object m_deleting_scene_object = new object(); 400 private object m_deleting_scene_object = new object();
401 private object m_cleaningAttachments = new object();
386 402
387 // the minimum time that must elapse before a changed object will be considered for persisted 403 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; 404 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
@@ -543,6 +559,8 @@ namespace OpenSim.Region.Framework.Scenes
543 559
544 // Load region settings 560 // Load region settings
545 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 561 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
562 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
563
546 if (m_storageManager.EstateDataStore != null) 564 if (m_storageManager.EstateDataStore != null)
547 { 565 {
548 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 566 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -605,9 +623,10 @@ namespace OpenSim.Region.Framework.Scenes
605 //Animation states 623 //Animation states
606 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
607 // TODO: Change default to true once the feature is supported 625 // TODO: Change default to true once the feature is supported
608 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 626 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
609
610 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
628
629 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
611 if (RegionInfo.NonphysPrimMax > 0) 630 if (RegionInfo.NonphysPrimMax > 0)
612 { 631 {
613 m_maxNonphys = RegionInfo.NonphysPrimMax; 632 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -639,6 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
639 m_persistAfter *= 10000000; 658 m_persistAfter *= 10000000;
640 659
641 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 660 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
661 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
642 662
643 IConfig packetConfig = m_config.Configs["PacketPool"]; 663 IConfig packetConfig = m_config.Configs["PacketPool"];
644 if (packetConfig != null) 664 if (packetConfig != null)
@@ -648,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
648 } 668 }
649 669
650 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
671 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
651 672
652 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 673 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
653 if (m_generateMaptiles) 674 if (m_generateMaptiles)
@@ -672,9 +693,9 @@ namespace OpenSim.Region.Framework.Scenes
672 } 693 }
673 } 694 }
674 } 695 }
675 catch 696 catch (Exception e)
676 { 697 {
677 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 698 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
678 } 699 }
679 700
680 #endregion Region Config 701 #endregion Region Config
@@ -911,6 +932,15 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="seconds">float indicating duration before restart.</param> 932 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds) 933 public virtual void Restart(float seconds)
913 { 934 {
935 Restart(seconds, true);
936 }
937
938 /// <summary>
939 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
940 /// </summary>
941 /// <param name="seconds">float indicating duration before restart.</param>
942 public virtual void Restart(float seconds, bool showDialog)
943 {
914 // notifications are done in 15 second increments 944 // notifications are done in 15 second increments
915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 945 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
916 // It's a 'Cancel restart' request. 946 // It's a 'Cancel restart' request.
@@ -931,8 +961,11 @@ namespace OpenSim.Region.Framework.Scenes
931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 961 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 962 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
933 m_restartTimer.Start(); 963 m_restartTimer.Start();
934 m_dialogModule.SendNotificationToUsersInRegion( 964 if (showDialog)
965 {
966 m_dialogModule.SendNotificationToUsersInRegion(
935 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 967 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
968 }
936 } 969 }
937 } 970 }
938 971
@@ -1290,16 +1323,16 @@ namespace OpenSim.Region.Framework.Scenes
1290 // Check if any objects have reached their targets 1323 // Check if any objects have reached their targets
1291 CheckAtTargets(); 1324 CheckAtTargets();
1292 1325
1293 // Update SceneObjectGroups that have scheduled themselves for updates
1294 // Objects queue their updates onto all scene presences
1295 if (m_frame % m_update_objects == 0)
1296 m_sceneGraph.UpdateObjectGroups();
1297
1298 // Run through all ScenePresences looking for updates 1326 // Run through all ScenePresences looking for updates
1299 // Presence updates and queued object updates for each presence are sent to clients 1327 // Presence updates and queued object updates for each presence are sent to clients
1300 if (m_frame % m_update_presences == 0) 1328 if (m_frame % m_update_presences == 0)
1301 m_sceneGraph.UpdatePresences(); 1329 m_sceneGraph.UpdatePresences();
1302 1330
1331 // Update SceneObjectGroups that have scheduled themselves for updates
1332 // Objects queue their updates onto all scene presences
1333 if (m_frame % m_update_objects == 0)
1334 m_sceneGraph.UpdateObjectGroups();
1335
1303 if (m_frame % m_update_coarse_locations == 0) 1336 if (m_frame % m_update_coarse_locations == 0)
1304 { 1337 {
1305 List<Vector3> coarseLocations; 1338 List<Vector3> coarseLocations;
@@ -1628,6 +1661,7 @@ namespace OpenSim.Region.Framework.Scenes
1628 public void StoreWindlightProfile(RegionLightShareData wl) 1661 public void StoreWindlightProfile(RegionLightShareData wl)
1629 { 1662 {
1630 m_regInfo.WindlightSettings = wl; 1663 m_regInfo.WindlightSettings = wl;
1664 wl.Save();
1631 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1665 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1632 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1666 m_eventManager.TriggerOnSaveNewWindlightProfile();
1633 } 1667 }
@@ -1789,14 +1823,24 @@ namespace OpenSim.Region.Framework.Scenes
1789 /// <returns></returns> 1823 /// <returns></returns>
1790 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1824 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1791 { 1825 {
1826
1827 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1828 Vector3 wpos = Vector3.Zero;
1829 // Check for water surface intersection from above
1830 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1831 {
1832 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1833 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1834 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1835 wpos.Z = wheight;
1836 }
1837
1792 Vector3 pos = Vector3.Zero; 1838 Vector3 pos = Vector3.Zero;
1793 if (RayEndIsIntersection == (byte)1) 1839 if (RayEndIsIntersection == (byte)1)
1794 { 1840 {
1795 pos = RayEnd; 1841 pos = RayEnd;
1796 return pos;
1797 } 1842 }
1798 1843 else if (RayTargetID != UUID.Zero)
1799 if (RayTargetID != UUID.Zero)
1800 { 1844 {
1801 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1845 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1802 1846
@@ -1818,7 +1862,7 @@ namespace OpenSim.Region.Framework.Scenes
1818 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1862 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1819 1863
1820 // Un-comment out the following line to Get Raytrace results printed to the console. 1864 // Un-comment out the following line to Get Raytrace results printed to the console.
1821 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1865 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1822 float ScaleOffset = 0.5f; 1866 float ScaleOffset = 0.5f;
1823 1867
1824 // If we hit something 1868 // If we hit something
@@ -1841,13 +1885,10 @@ namespace OpenSim.Region.Framework.Scenes
1841 //pos.Z -= 0.25F; 1885 //pos.Z -= 0.25F;
1842 1886
1843 } 1887 }
1844
1845 return pos;
1846 } 1888 }
1847 else 1889 else
1848 { 1890 {
1849 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1891 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1850
1851 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1892 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1852 1893
1853 // Un-comment the following line to print the raytrace results to the console. 1894 // Un-comment the following line to print the raytrace results to the console.
@@ -1856,13 +1897,12 @@ namespace OpenSim.Region.Framework.Scenes
1856 if (ei.HitTF) 1897 if (ei.HitTF)
1857 { 1898 {
1858 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1899 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1859 } else 1900 }
1901 else
1860 { 1902 {
1861 // fall back to our stupid functionality 1903 // fall back to our stupid functionality
1862 pos = RayEnd; 1904 pos = RayEnd;
1863 } 1905 }
1864
1865 return pos;
1866 } 1906 }
1867 } 1907 }
1868 else 1908 else
@@ -1873,8 +1913,12 @@ namespace OpenSim.Region.Framework.Scenes
1873 //increase height so its above the ground. 1913 //increase height so its above the ground.
1874 //should be getting the normal of the ground at the rez point and using that? 1914 //should be getting the normal of the ground at the rez point and using that?
1875 pos.Z += scale.Z / 2f; 1915 pos.Z += scale.Z / 2f;
1876 return pos; 1916// return pos;
1877 } 1917 }
1918
1919 // check against posible water intercept
1920 if (wpos.Z > pos.Z) pos = wpos;
1921 return pos;
1878 } 1922 }
1879 1923
1880 1924
@@ -2031,6 +2075,15 @@ namespace OpenSim.Region.Framework.Scenes
2031 /// </summary> 2075 /// </summary>
2032 public void DeleteAllSceneObjects() 2076 public void DeleteAllSceneObjects()
2033 { 2077 {
2078 DeleteAllSceneObjects(false);
2079 }
2080
2081 /// <summary>
2082 /// Delete every object from the scene. This does not include attachments worn by avatars.
2083 /// </summary>
2084 public void DeleteAllSceneObjects(bool exceptNoCopy)
2085 {
2086 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2034 lock (Entities) 2087 lock (Entities)
2035 { 2088 {
2036 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2089 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2040,11 +2093,24 @@ namespace OpenSim.Region.Framework.Scenes
2040 if (e is SceneObjectGroup) 2093 if (e is SceneObjectGroup)
2041 { 2094 {
2042 SceneObjectGroup sog = (SceneObjectGroup)e; 2095 SceneObjectGroup sog = (SceneObjectGroup)e;
2043 if (!sog.IsAttachment) 2096 if (sog != null && !sog.IsAttachment)
2044 DeleteSceneObject((SceneObjectGroup)e, false); 2097 {
2098 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2099 {
2100 DeleteSceneObject((SceneObjectGroup)e, false);
2101 }
2102 else
2103 {
2104 toReturn.Add((SceneObjectGroup)e);
2105 }
2106 }
2045 } 2107 }
2046 } 2108 }
2047 } 2109 }
2110 if (toReturn.Count > 0)
2111 {
2112 returnObjects(toReturn.ToArray(), UUID.Zero);
2113 }
2048 } 2114 }
2049 2115
2050 /// <summary> 2116 /// <summary>
@@ -2417,6 +2483,12 @@ namespace OpenSim.Region.Framework.Scenes
2417 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2483 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2418 public bool AddSceneObject(SceneObjectGroup sceneObject) 2484 public bool AddSceneObject(SceneObjectGroup sceneObject)
2419 { 2485 {
2486 if (sceneObject.OwnerID == UUID.Zero)
2487 {
2488 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2489 return false;
2490 }
2491
2420 // If the user is banned, we won't let any of their objects 2492 // If the user is banned, we won't let any of their objects
2421 // enter. Period. 2493 // enter. Period.
2422 // 2494 //
@@ -2466,15 +2538,28 @@ namespace OpenSim.Region.Framework.Scenes
2466 2538
2467 if (AttachmentsModule != null) 2539 if (AttachmentsModule != null)
2468 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2540 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2541
2542 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2469 } 2543 }
2470 else 2544 else
2471 { 2545 {
2546 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2472 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2547 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2473 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2548 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2474 } 2549 }
2550 if (sceneObject.OwnerID == UUID.Zero)
2551 {
2552 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2553 return false;
2554 }
2475 } 2555 }
2476 else 2556 else
2477 { 2557 {
2558 if (sceneObject.OwnerID == UUID.Zero)
2559 {
2560 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2561 return false;
2562 }
2478 AddRestoredSceneObject(sceneObject, true, false); 2563 AddRestoredSceneObject(sceneObject, true, false);
2479 2564
2480 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2565 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2745,6 +2830,7 @@ namespace OpenSim.Region.Framework.Scenes
2745 client.OnFetchInventory += HandleFetchInventory; 2830 client.OnFetchInventory += HandleFetchInventory;
2746 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2831 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2747 client.OnCopyInventoryItem += CopyInventoryItem; 2832 client.OnCopyInventoryItem += CopyInventoryItem;
2833 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2748 client.OnMoveInventoryItem += MoveInventoryItem; 2834 client.OnMoveInventoryItem += MoveInventoryItem;
2749 client.OnRemoveInventoryItem += RemoveInventoryItem; 2835 client.OnRemoveInventoryItem += RemoveInventoryItem;
2750 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2836 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3030,6 +3116,16 @@ namespace OpenSim.Region.Framework.Scenes
3030 /// <param name="flags"></param> 3116 /// <param name="flags"></param>
3031 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3117 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3032 { 3118 {
3119 //Add half the avatar's height so that the user doesn't fall through prims
3120 ScenePresence presence;
3121 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3122 {
3123 if (presence.Appearance != null)
3124 {
3125 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3126 }
3127 }
3128
3033 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3129 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3034 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3130 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3035 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3131 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3124,7 +3220,9 @@ namespace OpenSim.Region.Framework.Scenes
3124 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3220 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3125 3221
3126 } 3222 }
3223 m_log.Debug("[Scene] Beginning ClientClosed");
3127 m_eventManager.TriggerClientClosed(agentID, this); 3224 m_eventManager.TriggerClientClosed(agentID, this);
3225 m_log.Debug("[Scene] Finished ClientClosed");
3128 } 3226 }
3129 catch (NullReferenceException) 3227 catch (NullReferenceException)
3130 { 3228 {
@@ -3132,7 +3230,10 @@ namespace OpenSim.Region.Framework.Scenes
3132 // Avatar is already disposed :/ 3230 // Avatar is already disposed :/
3133 } 3231 }
3134 3232
3233 m_log.Debug("[Scene] Beginning OnRemovePresence");
3135 m_eventManager.TriggerOnRemovePresence(agentID); 3234 m_eventManager.TriggerOnRemovePresence(agentID);
3235 m_log.Debug("[Scene] Finished OnRemovePresence");
3236
3136 ForEachClient( 3237 ForEachClient(
3137 delegate(IClientAPI client) 3238 delegate(IClientAPI client)
3138 { 3239 {
@@ -3148,8 +3249,11 @@ namespace OpenSim.Region.Framework.Scenes
3148 } 3249 }
3149 3250
3150 // Remove the avatar from the scene 3251 // Remove the avatar from the scene
3252 m_log.Debug("[Scene] Begin RemoveScenePresence");
3151 m_sceneGraph.RemoveScenePresence(agentID); 3253 m_sceneGraph.RemoveScenePresence(agentID);
3254 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3152 m_clientManager.Remove(agentID); 3255 m_clientManager.Remove(agentID);
3256 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3153 3257
3154 try 3258 try
3155 { 3259 {
@@ -3163,8 +3267,10 @@ namespace OpenSim.Region.Framework.Scenes
3163 { 3267 {
3164 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3268 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3165 } 3269 }
3166 3270 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3167 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3271 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3272 CleanDroppedAttachments();
3273 m_log.Debug("[Scene] The avatar has left the building");
3168 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3274 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3169 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3275 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3170 } 3276 }
@@ -3304,6 +3410,7 @@ namespace OpenSim.Region.Framework.Scenes
3304 { 3410 {
3305 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3411 if (land != null && !TestLandRestrictions(agent, land, out reason))
3306 { 3412 {
3413 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3307 return false; 3414 return false;
3308 } 3415 }
3309 } 3416 }
@@ -3361,6 +3468,8 @@ namespace OpenSim.Region.Framework.Scenes
3361 3468
3362 if (vialogin) 3469 if (vialogin)
3363 { 3470 {
3471 CleanDroppedAttachments();
3472
3364 if (TestBorderCross(agent.startpos, Cardinals.E)) 3473 if (TestBorderCross(agent.startpos, Cardinals.E))
3365 { 3474 {
3366 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3475 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3417,6 +3526,8 @@ namespace OpenSim.Region.Framework.Scenes
3417 } 3526 }
3418 } 3527 }
3419 // Honor parcel landing type and position. 3528 // Honor parcel landing type and position.
3529 /*
3530 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3420 if (land != null) 3531 if (land != null)
3421 { 3532 {
3422 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3533 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3424,6 +3535,7 @@ namespace OpenSim.Region.Framework.Scenes
3424 agent.startpos = land.LandData.UserLocation; 3535 agent.startpos = land.LandData.UserLocation;
3425 } 3536 }
3426 } 3537 }
3538 */// This is now handled properly in ScenePresence.MakeRootAgent
3427 } 3539 }
3428 3540
3429 return true; 3541 return true;
@@ -3774,12 +3886,22 @@ namespace OpenSim.Region.Framework.Scenes
3774 return false; 3886 return false;
3775 } 3887 }
3776 3888
3889 public bool IncomingCloseAgent(UUID agentID)
3890 {
3891 return IncomingCloseAgent(agentID, false);
3892 }
3893
3894 public bool IncomingCloseChildAgent(UUID agentID)
3895 {
3896 return IncomingCloseAgent(agentID, true);
3897 }
3898
3777 /// <summary> 3899 /// <summary>
3778 /// Tell a single agent to disconnect from the region. 3900 /// Tell a single agent to disconnect from the region.
3779 /// </summary> 3901 /// </summary>
3780 /// <param name="regionHandle"></param>
3781 /// <param name="agentID"></param> 3902 /// <param name="agentID"></param>
3782 public bool IncomingCloseAgent(UUID agentID) 3903 /// <param name="childOnly"></param>
3904 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3783 { 3905 {
3784 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3906 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3785 3907
@@ -3791,7 +3913,7 @@ namespace OpenSim.Region.Framework.Scenes
3791 { 3913 {
3792 m_sceneGraph.removeUserCount(false); 3914 m_sceneGraph.removeUserCount(false);
3793 } 3915 }
3794 else 3916 else if (!childOnly)
3795 { 3917 {
3796 m_sceneGraph.removeUserCount(true); 3918 m_sceneGraph.removeUserCount(true);
3797 } 3919 }
@@ -3807,9 +3929,12 @@ namespace OpenSim.Region.Framework.Scenes
3807 } 3929 }
3808 else 3930 else
3809 presence.ControllingClient.SendShutdownConnectionNotice(); 3931 presence.ControllingClient.SendShutdownConnectionNotice();
3932 presence.ControllingClient.Close(false);
3933 }
3934 else if (!childOnly)
3935 {
3936 presence.ControllingClient.Close(true);
3810 } 3937 }
3811
3812 presence.ControllingClient.Close();
3813 return true; 3938 return true;
3814 } 3939 }
3815 3940
@@ -4931,5 +5056,45 @@ namespace OpenSim.Region.Framework.Scenes
4931 throw new Exception(error); 5056 throw new Exception(error);
4932 } 5057 }
4933 } 5058 }
5059
5060 public void CleanDroppedAttachments()
5061 {
5062 List<SceneObjectGroup> objectsToDelete =
5063 new List<SceneObjectGroup>();
5064
5065 lock (m_cleaningAttachments)
5066 {
5067 ForEachSOG(delegate (SceneObjectGroup grp)
5068 {
5069 if (grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5070 {
5071 UUID agentID = grp.OwnerID;
5072 if (agentID == UUID.Zero)
5073 {
5074 objectsToDelete.Add(grp);
5075 return;
5076 }
5077
5078 ScenePresence sp = GetScenePresence(agentID);
5079 if (sp == null)
5080 {
5081 objectsToDelete.Add(grp);
5082 return;
5083 }
5084 }
5085 });
5086 }
5087
5088 if (objectsToDelete.Count > 0)
5089 {
5090 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5091 foreach (SceneObjectGroup grp in objectsToDelete)
5092 {
5093 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5094 DeleteSceneObject(grp, true);
5095 }
5096 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5097 }
5098 }
4934 } 5099 }
4935} 5100}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 2c242c9..b86a564 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -127,13 +136,18 @@ namespace OpenSim.Region.Framework.Scenes
127 136
128 protected internal void Close() 137 protected internal void Close()
129 { 138 {
130 lock (m_presenceLock) 139 m_scenePresencesLock.EnterWriteLock();
140 try
131 { 141 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 142 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 143 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 144 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 145 m_scenePresenceArray = newlist;
136 } 146 }
147 finally
148 {
149 m_scenePresencesLock.ExitWriteLock();
150 }
137 151
138 lock (SceneObjectGroupsByFullID) 152 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 153 SceneObjectGroupsByFullID.Clear();
@@ -212,27 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
212 if (sp.IsChildAgent) 226 if (sp.IsChildAgent)
213 return; 227 return;
214 228
215 if (sp.ParentID != 0) 229 coarseLocations.Add(sp.AbsolutePosition);
216 { 230 avatarUUIDs.Add(sp.UUID);
217 // sitting avatar
218 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
219 if (sop != null)
220 {
221 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
222 avatarUUIDs.Add(sp.UUID);
223 }
224 else
225 {
226 // we can't find the parent.. ! arg!
227 coarseLocations.Add(sp.AbsolutePosition);
228 avatarUUIDs.Add(sp.UUID);
229 }
230 }
231 else
232 {
233 coarseLocations.Add(sp.AbsolutePosition);
234 avatarUUIDs.Add(sp.UUID);
235 }
236 } 231 }
237 } 232 }
238 233
@@ -262,6 +257,33 @@ namespace OpenSim.Region.Framework.Scenes
262 protected internal bool AddRestoredSceneObject( 257 protected internal bool AddRestoredSceneObject(
263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 258 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
264 { 259 {
260 if (!m_parentScene.CombineRegions)
261 {
262 // KF: Check for out-of-region, move inside and make static.
263 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
264 sceneObject.RootPart.GroupPosition.Y,
265 sceneObject.RootPart.GroupPosition.Z);
266 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 ||
267 npos.X > Constants.RegionSize ||
268 npos.Y > Constants.RegionSize))
269 {
270 if (npos.X < 0.0) npos.X = 1.0f;
271 if (npos.Y < 0.0) npos.Y = 1.0f;
272 if (npos.Z < 0.0) npos.Z = 0.0f;
273 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
274 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
275
276 foreach (SceneObjectPart part in sceneObject.Children.Values)
277 {
278 part.GroupPosition = npos;
279 }
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
282 sceneObject.RootPart.Acceleration = Vector3.Zero;
283 sceneObject.RootPart.Velocity = Vector3.Zero;
284 }
285 }
286
265 if (!alreadyPersisted) 287 if (!alreadyPersisted)
266 { 288 {
267 sceneObject.ForceInventoryPersistence(); 289 sceneObject.ForceInventoryPersistence();
@@ -473,6 +495,30 @@ namespace OpenSim.Region.Framework.Scenes
473 } 495 }
474 } 496 }
475 497
498 public void FireAttachToBackup(SceneObjectGroup obj)
499 {
500 if (OnAttachToBackup != null)
501 {
502 OnAttachToBackup(obj);
503 }
504 }
505
506 public void FireDetachFromBackup(SceneObjectGroup obj)
507 {
508 if (OnDetachFromBackup != null)
509 {
510 OnDetachFromBackup(obj);
511 }
512 }
513
514 public void FireChangeBackup(SceneObjectGroup obj)
515 {
516 if (OnChangeBackup != null)
517 {
518 OnChangeBackup(obj);
519 }
520 }
521
476 /// <summary> 522 /// <summary>
477 /// Process all pending updates 523 /// Process all pending updates
478 /// </summary> 524 /// </summary>
@@ -609,7 +655,8 @@ namespace OpenSim.Region.Framework.Scenes
609 655
610 Entities[presence.UUID] = presence; 656 Entities[presence.UUID] = presence;
611 657
612 lock (m_presenceLock) 658 m_scenePresencesLock.EnterWriteLock();
659 try
613 { 660 {
614 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 661 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
615 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 662 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -633,6 +680,10 @@ namespace OpenSim.Region.Framework.Scenes
633 m_scenePresenceMap = newmap; 680 m_scenePresenceMap = newmap;
634 m_scenePresenceArray = newlist; 681 m_scenePresenceArray = newlist;
635 } 682 }
683 finally
684 {
685 m_scenePresencesLock.ExitWriteLock();
686 }
636 } 687 }
637 688
638 /// <summary> 689 /// <summary>
@@ -647,7 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
647 agentID); 698 agentID);
648 } 699 }
649 700
650 lock (m_presenceLock) 701 m_scenePresencesLock.EnterWriteLock();
702 try
651 { 703 {
652 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 704 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
653 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 705 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -669,6 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
669 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 721 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
670 } 722 }
671 } 723 }
724 finally
725 {
726 m_scenePresencesLock.ExitWriteLock();
727 }
672 } 728 }
673 729
674 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 730 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1084,9 +1140,11 @@ namespace OpenSim.Region.Framework.Scenes
1084 /// <param name="action"></param> 1140 /// <param name="action"></param>
1085 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1141 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1086 { 1142 {
1087 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1143 List<EntityBase> objlist = Entities.GetAllByType<SceneObjectGroup>();
1088 foreach (SceneObjectGroup obj in objlist) 1144 foreach (EntityBase ent in objlist)
1089 { 1145 {
1146 SceneObjectGroup obj = (SceneObjectGroup)ent;
1147
1090 try 1148 try
1091 { 1149 {
1092 action(obj); 1150 action(obj);
@@ -1543,10 +1601,13 @@ namespace OpenSim.Region.Framework.Scenes
1543 /// <param name="childPrims"></param> 1601 /// <param name="childPrims"></param>
1544 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1602 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1545 { 1603 {
1604 SceneObjectGroup parentGroup = root.ParentGroup;
1605 if (parentGroup == null) return;
1546 Monitor.Enter(m_updateLock); 1606 Monitor.Enter(m_updateLock);
1607
1547 try 1608 try
1548 { 1609 {
1549 SceneObjectGroup parentGroup = root.ParentGroup; 1610 parentGroup.areUpdatesSuspended = true;
1550 1611
1551 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1612 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1552 if (parentGroup != null) 1613 if (parentGroup != null)
@@ -1585,12 +1646,12 @@ namespace OpenSim.Region.Framework.Scenes
1585 // occur on link to invoke this elsewhere (such as object selection) 1646 // occur on link to invoke this elsewhere (such as object selection)
1586 parentGroup.RootPart.CreateSelected = true; 1647 parentGroup.RootPart.CreateSelected = true;
1587 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1648 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1588 parentGroup.HasGroupChanged = true;
1589 parentGroup.ScheduleGroupForFullUpdate();
1590
1591 } 1649 }
1592 finally 1650 finally
1593 { 1651 {
1652 parentGroup.areUpdatesSuspended = false;
1653 parentGroup.HasGroupChanged = true;
1654 parentGroup.ScheduleGroupForFullUpdate();
1594 Monitor.Exit(m_updateLock); 1655 Monitor.Exit(m_updateLock);
1595 } 1656 }
1596 } 1657 }
@@ -1627,11 +1688,22 @@ namespace OpenSim.Region.Framework.Scenes
1627 } 1688 }
1628 } 1689 }
1629 1690
1630 foreach (SceneObjectPart child in childParts) 1691 if (childParts.Count > 0)
1631 { 1692 {
1632 // Unlink all child parts from their groups 1693 try
1633 // 1694 {
1634 child.ParentGroup.DelinkFromGroup(child, true); 1695 childParts[0].ParentGroup.areUpdatesSuspended = true;
1696 foreach (SceneObjectPart child in childParts)
1697 {
1698 // Unlink all child parts from their groups
1699 //
1700 child.ParentGroup.DelinkFromGroup(child, true);
1701 }
1702 }
1703 finally
1704 {
1705 childParts[0].ParentGroup.areUpdatesSuspended = false;
1706 }
1635 } 1707 }
1636 1708
1637 foreach (SceneObjectPart root in rootParts) 1709 foreach (SceneObjectPart root in rootParts)
@@ -1662,10 +1734,21 @@ namespace OpenSim.Region.Framework.Scenes
1662 if (numChildren > 1) 1734 if (numChildren > 1)
1663 sendEventsToRemainder = false; 1735 sendEventsToRemainder = false;
1664 1736
1665 foreach (SceneObjectPart p in newSet) 1737 if (newSet.Count > 0)
1666 { 1738 {
1667 if (p != group.RootPart) 1739 try
1668 group.DelinkFromGroup(p, sendEventsToRemainder); 1740 {
1741 newSet[0].ParentGroup.areUpdatesSuspended = true;
1742 foreach (SceneObjectPart p in newSet)
1743 {
1744 if (p != group.RootPart)
1745 group.DelinkFromGroup(p, sendEventsToRemainder);
1746 }
1747 }
1748 finally
1749 {
1750 newSet[0].ParentGroup.areUpdatesSuspended = false;
1751 }
1669 } 1752 }
1670 1753
1671 // If there is more than one prim remaining, we 1754 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 40a8f83..5a586d4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -261,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
261 set 422 set
262 { 423 {
263 m_regionHandle = value; 424 m_regionHandle = value;
264 lock (m_parts) 425 lockPartsForRead(true);
265 { 426 {
266 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
267 { 428 {
429
268 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
269 } 432 }
270 } 433 }
434 lockPartsForRead(false);
271 } 435 }
272 } 436 }
273 437
@@ -301,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
301 { 465 {
302 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
303 } 467 }
304 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
305 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
306 { 475 {
307 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -309,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
309 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
310 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
311 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
312 return; 482 return;
313 } 483 }
314 } 484 }
315 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
316 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
317 { 488 {
318 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
493 {
494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
319 { 500 {
320 part.GroupPosition = val; 501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
321 } 505 }
322 } 506 }
323 507
@@ -471,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
471 /// </summary> 655 /// </summary>
472 public SceneObjectGroup() 656 public SceneObjectGroup()
473 { 657 {
658
474 } 659 }
475 660
476 /// <summary> 661 /// <summary>
@@ -487,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
488 /// </summary> 673 /// </summary>
489 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
490 { 675 {
491 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
492 } 677 }
493 678
@@ -518,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
518 703
519 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
520 { 705 {
521 lock (m_parts) 706 lockPartsForRead(true);
522 { 707 {
523 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
524 { 709 {
710
525 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
526 } 713 }
527 } 714 }
715 lockPartsForRead(false);
528 } 716 }
529 717
530 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -537,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
537 /// </summary> 725 /// </summary>
538 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
539 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
540 if (InSceneBackup) 731 if (InSceneBackup)
541 { 732 {
542 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -595,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
595 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
596 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
597 788
598 lock (m_parts) 789 lockPartsForRead(true);
599 { 790 {
600 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
601 { 792 {
@@ -609,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
609 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
610 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
611 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
612 } 804 }
613 } 805 }
806 lockPartsForRead(false);
807
614 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
615 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
616 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -626,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
626 820
627 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
628 822
629 lock (m_parts) 823 lockPartsForRead(true);
630 { 824 {
631 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
632 { 826 {
827
633 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
634 //Vector3 partPosition = 829 //Vector3 partPosition =
635 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -657,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
657 result.distance = inter.distance; 852 result.distance = inter.distance;
658 } 853 }
659 } 854 }
855
660 } 856 }
661 } 857 }
858 lockPartsForRead(false);
662 return result; 859 return result;
663 } 860 }
664 861
@@ -677,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 874 minY = 256f;
678 minZ = 8192f; 875 minZ = 8192f;
679 876
680 lock(m_parts) 877 lockPartsForRead(true);
681 { 878 {
682 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
683 { 880 {
881
684 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 884 Quaternion worldRot;
@@ -739,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
739 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
740 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
741 939
940
941
742 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
743 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
744 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -910,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
910 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
911 } 1111 }
912 } 1112 }
1113 lockPartsForRead(false);
913 } 1114 }
914 1115
915 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -945,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
945 1146
946 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
947 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
948 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
949 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
950 1156
951 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
952 lock (m_parts) 1158 lockPartsForRead(true);
953 { 1159 {
954 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
955 { 1161 {
956 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
957 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
958 { 1165 {
959 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
960 } 1167 }
1168
961 } 1169 }
962 } 1170 }
1171 lockPartsForRead(false);
963 1172
964 if (states.Count > 0) 1173 if (states.Count > 0)
965 { 1174 {
@@ -978,6 +1187,47 @@ namespace OpenSim.Region.Framework.Scenes
978 } 1187 }
979 1188
980 /// <summary> 1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
981 /// Attach this scene object to the given avatar. 1231 /// Attach this scene object to the given avatar.
982 /// </summary> 1232 /// </summary>
983 /// <param name="agentID"></param> 1233 /// <param name="agentID"></param>
@@ -1139,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1139 1389
1140 public override void UpdateMovement() 1390 public override void UpdateMovement()
1141 { 1391 {
1142 lock (m_parts) 1392 lockPartsForRead(true);
1143 { 1393 {
1144 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1145 { 1395 {
1396
1146 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1147 } 1399 }
1148 } 1400 }
1401 lockPartsForRead(false);
1149 } 1402 }
1150 1403
1151 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1188,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1188 /// <param name="part"></param> 1441 /// <param name="part"></param>
1189 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1190 { 1443 {
1191 lock (m_parts) 1444 lockPartsForWrite(true);
1192 { 1445 {
1193 part.SetParent(this); 1446 part.SetParent(this);
1194 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1198,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1198 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1199 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1200 } 1453 }
1454 lockPartsForWrite(false);
1201 } 1455 }
1202 1456
1203 /// <summary> 1457 /// <summary>
@@ -1205,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1205 /// </summary> 1459 /// </summary>
1206 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1207 { 1461 {
1208 lock (m_parts) 1462 lockPartsForRead(true);
1209 { 1463 {
1210 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1211 { 1465 {
1466
1212 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1213 { 1468 {
1214 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1215 } 1470 }
1471
1216 } 1472 }
1217 } 1473 }
1474 lockPartsForRead(false);
1218 } 1475 }
1219 1476
1220 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1221 { 1478 {
1222 lock (m_parts) 1479 lockPartsForRead(true);
1223 { 1480 {
1224 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1225 { 1482 {
1483
1226 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1227 1485
1228 } 1486 }
1229 } 1487 }
1488 lockPartsForRead(false);
1230 } 1489 }
1231 1490
1232 // helper provided for parts. 1491 // helper provided for parts.
@@ -1287,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1287 1546
1288 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1289 { 1548 {
1290 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1291 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1292 } 1551 }
1293 1552
@@ -1307,27 +1566,32 @@ namespace OpenSim.Region.Framework.Scenes
1307 1566
1308 DetachFromBackup(); 1567 DetachFromBackup();
1309 1568
1310 lock (m_parts) 1569 lockPartsForRead(true);
1570 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1571 lockPartsForRead(false);
1572
1573 foreach (SceneObjectPart part in values)
1311 { 1574 {
1312 foreach (SceneObjectPart part in m_parts.Values)
1313 {
1314// part.Inventory.RemoveScriptInstances(); 1575// part.Inventory.RemoveScriptInstances();
1315 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1576
1577 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1578 {
1579 if (sp.ParentID == LocalId)
1316 { 1580 {
1317 if (avatar.ParentID == LocalId) 1581 sp.StandUp();
1318 { 1582 }
1319 avatar.StandUp();
1320 }
1321 1583
1322 if (!silent) 1584 if (!silent)
1323 { 1585 {
1324 part.UpdateFlag = 0; 1586 part.UpdateFlag = 0;
1325 if (part == m_rootPart) 1587 if (part == m_rootPart)
1326 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1588 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1327 } 1589 }
1328 }); 1590 });
1329 } 1591
1330 } 1592 }
1593
1594
1331 } 1595 }
1332 1596
1333 public void AddScriptLPS(int count) 1597 public void AddScriptLPS(int count)
@@ -1352,17 +1616,20 @@ namespace OpenSim.Region.Framework.Scenes
1352 1616
1353 scriptEvents aggregateScriptEvents = 0; 1617 scriptEvents aggregateScriptEvents = 0;
1354 1618
1355 lock (m_parts) 1619 lockPartsForRead(true);
1356 { 1620 {
1357 foreach (SceneObjectPart part in m_parts.Values) 1621 foreach (SceneObjectPart part in m_parts.Values)
1358 { 1622 {
1623
1359 if (part == null) 1624 if (part == null)
1360 continue; 1625 continue;
1361 if (part != RootPart) 1626 if (part != RootPart)
1362 part.Flags = objectflagupdate; 1627 part.Flags = objectflagupdate;
1363 aggregateScriptEvents |= part.AggregateScriptEvents; 1628 aggregateScriptEvents |= part.AggregateScriptEvents;
1629
1364 } 1630 }
1365 } 1631 }
1632 lockPartsForRead(false);
1366 1633
1367 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1634 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1368 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1635 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1404,42 +1671,52 @@ namespace OpenSim.Region.Framework.Scenes
1404 /// <param name="m_physicalPrim"></param> 1671 /// <param name="m_physicalPrim"></param>
1405 public void ApplyPhysics(bool m_physicalPrim) 1672 public void ApplyPhysics(bool m_physicalPrim)
1406 { 1673 {
1407 lock (m_parts) 1674 lockPartsForRead(true);
1675
1676 if (m_parts.Count > 1)
1408 { 1677 {
1409 if (m_parts.Count > 1) 1678 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1679 lockPartsForRead(false);
1680 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1681 foreach (SceneObjectPart part in values)
1410 { 1682 {
1411 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1683
1412 foreach (SceneObjectPart part in m_parts.Values) 1684 if (part.LocalId != m_rootPart.LocalId)
1413 { 1685 {
1414 if (part.LocalId != m_rootPart.LocalId) 1686 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1415 {
1416 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1417 }
1418 } 1687 }
1419 1688
1420 // Hack to get the physics scene geometries in the right spot
1421 ResetChildPrimPhysicsPositions();
1422 }
1423 else
1424 {
1425 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1426 } 1689 }
1690 // Hack to get the physics scene geometries in the right spot
1691 ResetChildPrimPhysicsPositions();
1692 }
1693 else
1694 {
1695 lockPartsForRead(false);
1696 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1427 } 1697 }
1428 } 1698 }
1429 1699
1430 public void SetOwnerId(UUID userId) 1700 public void SetOwnerId(UUID userId)
1431 { 1701 {
1432 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1702 ForEachPart(delegate(SceneObjectPart part)
1703 {
1704
1705 part.OwnerID = userId;
1706
1707 });
1433 } 1708 }
1434 1709
1435 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1710 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1436 { 1711 {
1437 lock (m_parts) 1712 lockPartsForRead(true);
1713 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1714 lockPartsForRead(false);
1715 foreach (SceneObjectPart part in values)
1438 { 1716 {
1439 foreach (SceneObjectPart part in m_parts.Values) 1717
1440 { 1718 whatToDo(part);
1441 whatToDo(part); 1719
1442 }
1443 } 1720 }
1444 } 1721 }
1445 1722
@@ -1462,7 +1739,10 @@ namespace OpenSim.Region.Framework.Scenes
1462 1739
1463 try 1740 try
1464 { 1741 {
1465 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1742 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1743 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1744 m_scene.LoadingPrims) // Land may not be valid yet
1745
1466 { 1746 {
1467 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1747 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1468 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1748 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1494,9 +1774,9 @@ namespace OpenSim.Region.Framework.Scenes
1494 // don't backup while it's selected or you're asking for changes mid stream. 1774 // don't backup while it's selected or you're asking for changes mid stream.
1495 if ((isTimeToPersist()) || (forcedBackup)) 1775 if ((isTimeToPersist()) || (forcedBackup))
1496 { 1776 {
1497 m_log.DebugFormat( 1777 // m_log.DebugFormat(
1498 "[SCENE]: Storing {0}, {1} in {2}", 1778 // "[SCENE]: Storing {0}, {1} in {2}",
1499 Name, UUID, m_scene.RegionInfo.RegionName); 1779 // Name, UUID, m_scene.RegionInfo.RegionName);
1500 1780
1501 SceneObjectGroup backup_group = Copy(false); 1781 SceneObjectGroup backup_group = Copy(false);
1502 backup_group.RootPart.Velocity = RootPart.Velocity; 1782 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1538,15 +1818,17 @@ namespace OpenSim.Region.Framework.Scenes
1538 RootPart.SendFullUpdate( 1818 RootPart.SendFullUpdate(
1539 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1819 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1540 1820
1541 lock (m_parts) 1821 lockPartsForRead(true);
1542 { 1822 {
1543 foreach (SceneObjectPart part in m_parts.Values) 1823 foreach (SceneObjectPart part in m_parts.Values)
1544 { 1824 {
1825
1545 if (part != RootPart) 1826 if (part != RootPart)
1546 part.SendFullUpdate( 1827 part.SendFullUpdate(
1547 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1828 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1548 } 1829 }
1549 } 1830 }
1831 lockPartsForRead(false);
1550 } 1832 }
1551 1833
1552 #region Copying 1834 #region Copying
@@ -1558,86 +1840,114 @@ namespace OpenSim.Region.Framework.Scenes
1558 /// <returns></returns> 1840 /// <returns></returns>
1559 public SceneObjectGroup Copy(bool userExposed) 1841 public SceneObjectGroup Copy(bool userExposed)
1560 { 1842 {
1561 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1843 SceneObjectGroup dupe;
1562 dupe.m_isBackedUp = false; 1844 try
1563 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1845 {
1846 m_dupeInProgress = true;
1847 dupe = (SceneObjectGroup)MemberwiseClone();
1848 dupe.m_isBackedUp = false;
1849 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1564 1850
1565 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1851 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1566 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1852 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1567 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1853 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1568 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1854 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1569 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1855 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1570 // then restore it's attachment state 1856 // then restore it's attachment state
1571 1857
1572 // This is only necessary when userExposed is false! 1858 // This is only necessary when userExposed is false!
1573 1859
1574 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1860 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1575
1576 if (!userExposed)
1577 dupe.RootPart.IsAttachment = true;
1578 1861
1579 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1862 if (!userExposed)
1863 dupe.RootPart.IsAttachment = true;
1580 1864
1581 if (!userExposed) 1865 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1582 {
1583 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1584 }
1585 1866
1586 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1867 if (!userExposed)
1587 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1868 {
1869 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1870 }
1588 1871
1589 if (userExposed) 1872 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1590 dupe.m_rootPart.TrimPermissions(); 1873 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1591 1874
1592 List<SceneObjectPart> partList; 1875 if (userExposed)
1876 dupe.m_rootPart.TrimPermissions();
1593 1877
1594 lock (m_parts) 1878 /// may need to create a new Physics actor.
1595 { 1879 if (dupe.RootPart.PhysActor != null && userExposed)
1596 partList = new List<SceneObjectPart>(m_parts.Values);
1597 }
1598
1599 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1600 { 1880 {
1601 return p1.LinkNum.CompareTo(p2.LinkNum); 1881 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1882
1883 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1884 dupe.RootPart.Name,
1885 pbs,
1886 dupe.RootPart.AbsolutePosition,
1887 dupe.RootPart.Scale,
1888 dupe.RootPart.RotationOffset,
1889 dupe.RootPart.PhysActor.IsPhysical);
1890
1891 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1892 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1602 } 1893 }
1603 );
1604 1894
1605 foreach (SceneObjectPart part in partList) 1895 lockPartsForRead(true);
1606 { 1896
1607 if (part.UUID != m_rootPart.UUID) 1897 List<SceneObjectPart> partList;
1898
1899 partList = new List<SceneObjectPart>(m_parts.Values);
1900
1901 lockPartsForRead(false);
1902
1903 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1904 {
1905 return p1.LinkNum.CompareTo(p2.LinkNum);
1906 }
1907 );
1908
1909 foreach (SceneObjectPart part in partList)
1608 { 1910 {
1609 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1911 if (part.UUID != m_rootPart.UUID)
1610 newPart.LinkNum = part.LinkNum; 1912 {
1611 } 1913 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1612 1914
1613 // Need to duplicate the physics actor as well 1915 newPart.LinkNum = part.LinkNum;
1614 if (part.PhysActor != null && userExposed) 1916 }
1917
1918 // Need to duplicate the physics actor as well
1919 if (part.PhysActor != null && userExposed)
1920 {
1921 PrimitiveBaseShape pbs = part.Shape;
1922
1923 part.PhysActor
1924 = m_scene.PhysicsScene.AddPrimShape(
1925 part.Name,
1926 pbs,
1927 part.AbsolutePosition,
1928 part.Scale,
1929 part.RotationOffset,
1930 part.PhysActor.IsPhysical);
1931
1932 part.PhysActor.LocalID = part.LocalId;
1933 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1934 }
1935
1936 }
1937 if (userExposed)
1615 { 1938 {
1616 PrimitiveBaseShape pbs = part.Shape; 1939 dupe.UpdateParentIDs();
1617 1940 dupe.HasGroupChanged = true;
1618 part.PhysActor 1941 dupe.AttachToBackup();
1619 = m_scene.PhysicsScene.AddPrimShape( 1942
1620 part.Name, 1943 ScheduleGroupForFullUpdate();
1621 pbs, 1944 }
1622 part.AbsolutePosition, 1945
1623 part.Scale,
1624 part.RotationOffset,
1625 part.PhysActor.IsPhysical);
1626
1627 part.PhysActor.LocalID = part.LocalId;
1628 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1629 }
1630 } 1946 }
1631 1947 finally
1632 if (userExposed)
1633 { 1948 {
1634 dupe.UpdateParentIDs(); 1949 m_dupeInProgress = false;
1635 dupe.HasGroupChanged = true;
1636 dupe.AttachToBackup();
1637
1638 ScheduleGroupForFullUpdate();
1639 } 1950 }
1640
1641 return dupe; 1951 return dupe;
1642 } 1952 }
1643 1953
@@ -1828,13 +2138,40 @@ namespace OpenSim.Region.Framework.Scenes
1828 } 2138 }
1829 } 2139 }
1830 2140
2141 public void rotLookAt(Quaternion target, float strength, float damping)
2142 {
2143 SceneObjectPart rootpart = m_rootPart;
2144 if (rootpart != null)
2145 {
2146 if (IsAttachment)
2147 {
2148 /*
2149 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2150 if (avatar != null)
2151 {
2152 Rotate the Av?
2153 } */
2154 }
2155 else
2156 {
2157 if (rootpart.PhysActor != null)
2158 { // APID must be implemented in your physics system for this to function.
2159 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2160 rootpart.PhysActor.APIDStrength = strength;
2161 rootpart.PhysActor.APIDDamping = damping;
2162 rootpart.PhysActor.APIDActive = true;
2163 }
2164 }
2165 }
2166 }
2167
1831 public void stopLookAt() 2168 public void stopLookAt()
1832 { 2169 {
1833 SceneObjectPart rootpart = m_rootPart; 2170 SceneObjectPart rootpart = m_rootPart;
1834 if (rootpart != null) 2171 if (rootpart != null)
1835 { 2172 {
1836 if (rootpart.PhysActor != null) 2173 if (rootpart.PhysActor != null)
1837 { 2174 { // APID must be implemented in your physics system for this to function.
1838 rootpart.PhysActor.APIDActive = false; 2175 rootpart.PhysActor.APIDActive = false;
1839 } 2176 }
1840 } 2177 }
@@ -1899,14 +2236,14 @@ namespace OpenSim.Region.Framework.Scenes
1899 /// <param name="cGroupID"></param> 2236 /// <param name="cGroupID"></param>
1900 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2237 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1901 { 2238 {
1902 SceneObjectPart newPart = null; 2239 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1903 2240 newPart.SetParent(this);
1904 lock (m_parts) 2241
1905 { 2242 lockPartsForWrite(true);
1906 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2243 {
1907 newPart.SetParent(this);
1908 m_parts.Add(newPart.UUID, newPart); 2244 m_parts.Add(newPart.UUID, newPart);
1909 } 2245 }
2246 lockPartsForWrite(false);
1910 2247
1911 SetPartAsNonRoot(newPart); 2248 SetPartAsNonRoot(newPart);
1912 2249
@@ -1970,6 +2307,8 @@ namespace OpenSim.Region.Framework.Scenes
1970 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2307 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1971 // return; 2308 // return;
1972 2309
2310 lockPartsForRead(true);
2311
1973 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2312 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1974 2313
1975 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2314 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1985,8 +2324,7 @@ namespace OpenSim.Region.Framework.Scenes
1985 } 2324 }
1986 2325
1987 List<SceneObjectPart> partList = null; 2326 List<SceneObjectPart> partList = null;
1988 lock (m_parts) 2327 partList = new List<SceneObjectPart>(m_parts.Values);
1989 partList = new List<SceneObjectPart>(m_parts.Values);
1990 2328
1991 foreach (SceneObjectPart part in partList) 2329 foreach (SceneObjectPart part in partList)
1992 { 2330 {
@@ -1994,6 +2332,7 @@ namespace OpenSim.Region.Framework.Scenes
1994 part.UpdateLookAt(); 2332 part.UpdateLookAt();
1995 part.SendScheduledUpdates(); 2333 part.SendScheduledUpdates();
1996 } 2334 }
2335 lockPartsForRead(false);
1997 } 2336 }
1998 2337
1999 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2338 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -2002,27 +2341,29 @@ namespace OpenSim.Region.Framework.Scenes
2002 2341
2003 RootPart.AddFullUpdateToAvatar(presence); 2342 RootPart.AddFullUpdateToAvatar(presence);
2004 2343
2005 lock (m_parts) 2344 lockPartsForRead(true);
2006 { 2345 {
2007 foreach (SceneObjectPart part in m_parts.Values) 2346 foreach (SceneObjectPart part in m_parts.Values)
2008 { 2347 {
2348
2009 if (part != RootPart) 2349 if (part != RootPart)
2010 part.AddFullUpdateToAvatar(presence); 2350 part.AddFullUpdateToAvatar(presence);
2351
2011 } 2352 }
2012 } 2353 }
2354 lockPartsForRead(false);
2013 } 2355 }
2014 2356
2015 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2357 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2016 { 2358 {
2017// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2359 lockPartsForRead(true);
2018 2360
2019 lock (m_parts) 2361 foreach (SceneObjectPart part in m_parts.Values)
2020 { 2362 {
2021 foreach (SceneObjectPart part in m_parts.Values) 2363 part.AddTerseUpdateToAvatar(presence);
2022 {
2023 part.AddTerseUpdateToAvatar(presence);
2024 }
2025 } 2364 }
2365
2366 lockPartsForRead(false);
2026 } 2367 }
2027 2368
2028 /// <summary> 2369 /// <summary>
@@ -2036,14 +2377,17 @@ namespace OpenSim.Region.Framework.Scenes
2036 checkAtTargets(); 2377 checkAtTargets();
2037 RootPart.ScheduleFullUpdate(); 2378 RootPart.ScheduleFullUpdate();
2038 2379
2039 lock (m_parts) 2380 lockPartsForRead(true);
2040 { 2381 {
2041 foreach (SceneObjectPart part in m_parts.Values) 2382 foreach (SceneObjectPart part in m_parts.Values)
2042 { 2383 {
2384
2043 if (part != RootPart) 2385 if (part != RootPart)
2044 part.ScheduleFullUpdate(); 2386 part.ScheduleFullUpdate();
2387
2045 } 2388 }
2046 } 2389 }
2390 lockPartsForRead(false);
2047 } 2391 }
2048 2392
2049 /// <summary> 2393 /// <summary>
@@ -2051,37 +2395,38 @@ namespace OpenSim.Region.Framework.Scenes
2051 /// </summary> 2395 /// </summary>
2052 public void ScheduleGroupForTerseUpdate() 2396 public void ScheduleGroupForTerseUpdate()
2053 { 2397 {
2054// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2398 lockPartsForRead(true);
2055 2399 foreach (SceneObjectPart part in m_parts.Values)
2056 lock (m_parts)
2057 { 2400 {
2058 foreach (SceneObjectPart part in m_parts.Values) 2401 part.ScheduleTerseUpdate();
2059 {
2060 part.ScheduleTerseUpdate();
2061 }
2062 } 2402 }
2403
2404 lockPartsForRead(false);
2063 } 2405 }
2064 2406
2065 /// <summary> 2407 /// <summary>
2066 /// Immediately send a full update for this scene object. 2408 /// Immediately send a full update for this scene object.
2067 /// </summary> 2409 /// </summary>
2068 public void SendGroupFullUpdate() 2410 public void SendGroupFullUpdate()
2069 { 2411 {
2070 if (IsDeleted) 2412 if (IsDeleted)
2071 return; 2413 return;
2072 2414
2073// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2415// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2074 2416
2075 RootPart.SendFullUpdateToAllClients(); 2417 RootPart.SendFullUpdateToAllClients();
2076 2418
2077 lock (m_parts) 2419 lockPartsForRead(true);
2078 { 2420 {
2079 foreach (SceneObjectPart part in m_parts.Values) 2421 foreach (SceneObjectPart part in m_parts.Values)
2080 { 2422 {
2423
2081 if (part != RootPart) 2424 if (part != RootPart)
2082 part.SendFullUpdateToAllClients(); 2425 part.SendFullUpdateToAllClients();
2426
2083 } 2427 }
2084 } 2428 }
2429 lockPartsForRead(false);
2085 } 2430 }
2086 2431
2087 /// <summary> 2432 /// <summary>
@@ -2113,14 +2458,15 @@ namespace OpenSim.Region.Framework.Scenes
2113 { 2458 {
2114 if (IsDeleted) 2459 if (IsDeleted)
2115 return; 2460 return;
2116 2461
2117 lock (m_parts) 2462 lockPartsForRead(true);
2118 { 2463 {
2119 foreach (SceneObjectPart part in m_parts.Values) 2464 foreach (SceneObjectPart part in m_parts.Values)
2120 { 2465 {
2121 part.SendTerseUpdateToAllClients(); 2466 part.SendTerseUpdateToAllClients();
2122 } 2467 }
2123 } 2468 }
2469 lockPartsForRead(false);
2124 } 2470 }
2125 2471
2126 #endregion 2472 #endregion
@@ -2134,16 +2480,18 @@ namespace OpenSim.Region.Framework.Scenes
2134 /// <returns>null if no child part with that linknum or child part</returns> 2480 /// <returns>null if no child part with that linknum or child part</returns>
2135 public SceneObjectPart GetLinkNumPart(int linknum) 2481 public SceneObjectPart GetLinkNumPart(int linknum)
2136 { 2482 {
2137 lock (m_parts) 2483 lockPartsForRead(true);
2138 { 2484 {
2139 foreach (SceneObjectPart part in m_parts.Values) 2485 foreach (SceneObjectPart part in m_parts.Values)
2140 { 2486 {
2141 if (part.LinkNum == linknum) 2487 if (part.LinkNum == linknum)
2142 { 2488 {
2489 lockPartsForRead(false);
2143 return part; 2490 return part;
2144 } 2491 }
2145 } 2492 }
2146 } 2493 }
2494 lockPartsForRead(false);
2147 2495
2148 return null; 2496 return null;
2149 } 2497 }
@@ -2176,17 +2524,19 @@ namespace OpenSim.Region.Framework.Scenes
2176 public SceneObjectPart GetChildPart(uint localID) 2524 public SceneObjectPart GetChildPart(uint localID)
2177 { 2525 {
2178 //m_log.DebugFormat("Entered looking for {0}", localID); 2526 //m_log.DebugFormat("Entered looking for {0}", localID);
2179 lock (m_parts) 2527 lockPartsForRead(true);
2180 { 2528 {
2181 foreach (SceneObjectPart part in m_parts.Values) 2529 foreach (SceneObjectPart part in m_parts.Values)
2182 { 2530 {
2183 //m_log.DebugFormat("Found {0}", part.LocalId); 2531 //m_log.DebugFormat("Found {0}", part.LocalId);
2184 if (part.LocalId == localID) 2532 if (part.LocalId == localID)
2185 { 2533 {
2534 lockPartsForRead(false);
2186 return part; 2535 return part;
2187 } 2536 }
2188 } 2537 }
2189 } 2538 }
2539 lockPartsForRead(false);
2190 2540
2191 return null; 2541 return null;
2192 } 2542 }
@@ -2217,17 +2567,19 @@ namespace OpenSim.Region.Framework.Scenes
2217 public bool HasChildPrim(uint localID) 2567 public bool HasChildPrim(uint localID)
2218 { 2568 {
2219 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2569 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2220 lock (m_parts) 2570 lockPartsForRead(true);
2221 { 2571 {
2222 foreach (SceneObjectPart part in m_parts.Values) 2572 foreach (SceneObjectPart part in m_parts.Values)
2223 { 2573 {
2224 //m_log.DebugFormat("Found {0}", part.LocalId); 2574 //m_log.DebugFormat("Found {0}", part.LocalId);
2225 if (part.LocalId == localID) 2575 if (part.LocalId == localID)
2226 { 2576 {
2577 lockPartsForRead(false);
2227 return true; 2578 return true;
2228 } 2579 }
2229 } 2580 }
2230 } 2581 }
2582 lockPartsForRead(false);
2231 2583
2232 return false; 2584 return false;
2233 } 2585 }
@@ -2277,53 +2629,57 @@ namespace OpenSim.Region.Framework.Scenes
2277 if (m_rootPart.LinkNum == 0) 2629 if (m_rootPart.LinkNum == 0)
2278 m_rootPart.LinkNum = 1; 2630 m_rootPart.LinkNum = 1;
2279 2631
2280 lock (m_parts) 2632 lockPartsForWrite(true);
2281 { 2633
2282 m_parts.Add(linkPart.UUID, linkPart); 2634 m_parts.Add(linkPart.UUID, linkPart);
2635
2636 lockPartsForWrite(false);
2283 2637
2284 // Insert in terms of link numbers, the new links 2638 // Insert in terms of link numbers, the new links
2285 // before the current ones (with the exception of 2639 // before the current ones (with the exception of
2286 // the root prim. Shuffle the old ones up 2640 // the root prim. Shuffle the old ones up
2287 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2641 lockPartsForRead(true);
2642 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2643 {
2644 if (kvp.Value.LinkNum != 1)
2288 { 2645 {
2289 if (kvp.Value.LinkNum != 1) 2646 // Don't update root prim link number
2290 { 2647 kvp.Value.LinkNum += objectGroup.PrimCount;
2291 // Don't update root prim link number
2292 kvp.Value.LinkNum += objectGroup.PrimCount;
2293 }
2294 } 2648 }
2649 }
2650 lockPartsForRead(false);
2295 2651
2296 linkPart.LinkNum = 2; 2652 linkPart.LinkNum = 2;
2297 2653
2298 linkPart.SetParent(this); 2654 linkPart.SetParent(this);
2299 linkPart.CreateSelected = true; 2655 linkPart.CreateSelected = true;
2300 2656
2301 //if (linkPart.PhysActor != null) 2657 //if (linkPart.PhysActor != null)
2302 //{ 2658 //{
2303 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2659 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2304 2660
2305 //linkPart.PhysActor = null; 2661 //linkPart.PhysActor = null;
2306 //} 2662 //}
2307 2663
2308 //TODO: rest of parts 2664 //TODO: rest of parts
2309 int linkNum = 3; 2665 int linkNum = 3;
2310 foreach (SceneObjectPart part in objectGroup.Children.Values) 2666 foreach (SceneObjectPart part in objectGroup.Children.Values)
2667 {
2668 if (part.UUID != objectGroup.m_rootPart.UUID)
2311 { 2669 {
2312 if (part.UUID != objectGroup.m_rootPart.UUID) 2670 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2313 {
2314 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2315 }
2316 part.ClearUndoState();
2317 } 2671 }
2672 part.ClearUndoState();
2318 } 2673 }
2319 2674
2320 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2675 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2321 objectGroup.m_isDeleted = true; 2676 objectGroup.m_isDeleted = true;
2677
2678 objectGroup.lockPartsForWrite(true);
2322 2679
2323 lock (objectGroup.m_parts) 2680 objectGroup.m_parts.Clear();
2324 { 2681
2325 objectGroup.m_parts.Clear(); 2682 objectGroup.lockPartsForWrite(false);
2326 }
2327 2683
2328 // Can't do this yet since backup still makes use of the root part without any synchronization 2684 // Can't do this yet since backup still makes use of the root part without any synchronization
2329// objectGroup.m_rootPart = null; 2685// objectGroup.m_rootPart = null;
@@ -2393,23 +2749,23 @@ namespace OpenSim.Region.Framework.Scenes
2393 Quaternion worldRot = linkPart.GetWorldRotation(); 2749 Quaternion worldRot = linkPart.GetWorldRotation();
2394 2750
2395 // Remove the part from this object 2751 // Remove the part from this object
2396 lock (m_parts) 2752 lockPartsForWrite(true);
2397 { 2753 {
2398 m_parts.Remove(linkPart.UUID); 2754 m_parts.Remove(linkPart.UUID);
2399 2755 }
2400 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2756 lockPartsForWrite(false);
2757 lockPartsForRead(true);
2758 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2759 RootPart.LinkNum = 0;
2760 else
2761 {
2762 foreach (SceneObjectPart p in m_parts.Values)
2401 { 2763 {
2402 RootPart.LinkNum = 0; 2764 if (p.LinkNum > linkPart.LinkNum)
2765 p.LinkNum--;
2403 } 2766 }
2404 else
2405 {
2406 foreach (SceneObjectPart p in m_parts.Values)
2407 {
2408 if (p.LinkNum > linkPart.LinkNum)
2409 p.LinkNum--;
2410 }
2411 }
2412 } 2767 }
2768 lockPartsForRead(false);
2413 2769
2414 linkPart.ParentID = 0; 2770 linkPart.ParentID = 0;
2415 linkPart.LinkNum = 0; 2771 linkPart.LinkNum = 0;
@@ -2453,6 +2809,8 @@ namespace OpenSim.Region.Framework.Scenes
2453 /// <param name="objectGroup"></param> 2809 /// <param name="objectGroup"></param>
2454 public virtual void DetachFromBackup() 2810 public virtual void DetachFromBackup()
2455 { 2811 {
2812 m_scene.SceneGraph.FireDetachFromBackup(this);
2813
2456 if (m_isBackedUp) 2814 if (m_isBackedUp)
2457 m_scene.EventManager.OnBackup -= ProcessBackup; 2815 m_scene.EventManager.OnBackup -= ProcessBackup;
2458 2816
@@ -2731,9 +3089,12 @@ namespace OpenSim.Region.Framework.Scenes
2731 3089
2732 if (selectionPart != null) 3090 if (selectionPart != null)
2733 { 3091 {
2734 lock (m_parts) 3092 lockPartsForRead(true);
3093 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3094 lockPartsForRead(false);
3095 foreach (SceneObjectPart part in parts)
2735 { 3096 {
2736 foreach (SceneObjectPart part in m_parts.Values) 3097 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2737 { 3098 {
2738 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3099 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2739 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3100 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2743,12 +3104,13 @@ namespace OpenSim.Region.Framework.Scenes
2743 break; 3104 break;
2744 } 3105 }
2745 } 3106 }
3107 }
2746 3108
2747 foreach (SceneObjectPart part in m_parts.Values) 3109 foreach (SceneObjectPart part in parts)
2748 { 3110 {
2749 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3111 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2750 }
2751 } 3112 }
3113
2752 } 3114 }
2753 } 3115 }
2754 3116
@@ -2761,6 +3123,17 @@ namespace OpenSim.Region.Framework.Scenes
2761 } 3123 }
2762 } 3124 }
2763 3125
3126
3127
3128 /// <summary>
3129 /// Gets the number of parts
3130 /// </summary>
3131 /// <returns></returns>
3132 public int GetPartCount()
3133 {
3134 return Children.Count;
3135 }
3136
2764 /// <summary> 3137 /// <summary>
2765 /// Get the parts of this scene object 3138 /// Get the parts of this scene object
2766 /// </summary> 3139 /// </summary>
@@ -2837,11 +3210,9 @@ namespace OpenSim.Region.Framework.Scenes
2837 scale.Y = m_scene.m_maxNonphys; 3210 scale.Y = m_scene.m_maxNonphys;
2838 if (scale.Z > m_scene.m_maxNonphys) 3211 if (scale.Z > m_scene.m_maxNonphys)
2839 scale.Z = m_scene.m_maxNonphys; 3212 scale.Z = m_scene.m_maxNonphys;
2840
2841 SceneObjectPart part = GetChildPart(localID); 3213 SceneObjectPart part = GetChildPart(localID);
2842 if (part != null) 3214 if (part != null)
2843 { 3215 {
2844 part.Resize(scale);
2845 if (part.PhysActor != null) 3216 if (part.PhysActor != null)
2846 { 3217 {
2847 if (part.PhysActor.IsPhysical) 3218 if (part.PhysActor.IsPhysical)
@@ -2856,7 +3227,7 @@ namespace OpenSim.Region.Framework.Scenes
2856 part.PhysActor.Size = scale; 3227 part.PhysActor.Size = scale;
2857 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3228 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2858 } 3229 }
2859 //if (part.UUID != m_rootPart.UUID) 3230 part.Resize(scale);
2860 3231
2861 HasGroupChanged = true; 3232 HasGroupChanged = true;
2862 ScheduleGroupForFullUpdate(); 3233 ScheduleGroupForFullUpdate();
@@ -2878,7 +3249,6 @@ namespace OpenSim.Region.Framework.Scenes
2878 SceneObjectPart part = GetChildPart(localID); 3249 SceneObjectPart part = GetChildPart(localID);
2879 if (part != null) 3250 if (part != null)
2880 { 3251 {
2881 part.IgnoreUndoUpdate = true;
2882 if (scale.X > m_scene.m_maxNonphys) 3252 if (scale.X > m_scene.m_maxNonphys)
2883 scale.X = m_scene.m_maxNonphys; 3253 scale.X = m_scene.m_maxNonphys;
2884 if (scale.Y > m_scene.m_maxNonphys) 3254 if (scale.Y > m_scene.m_maxNonphys)
@@ -2898,94 +3268,100 @@ namespace OpenSim.Region.Framework.Scenes
2898 float y = (scale.Y / part.Scale.Y); 3268 float y = (scale.Y / part.Scale.Y);
2899 float z = (scale.Z / part.Scale.Z); 3269 float z = (scale.Z / part.Scale.Z);
2900 3270
2901 lock (m_parts) 3271 lockPartsForRead(true);
3272 if (x > 1.0f || y > 1.0f || z > 1.0f)
2902 { 3273 {
2903 if (x > 1.0f || y > 1.0f || z > 1.0f) 3274 foreach (SceneObjectPart obPart in m_parts.Values)
2904 { 3275 {
2905 foreach (SceneObjectPart obPart in m_parts.Values) 3276 if (obPart.UUID != m_rootPart.UUID)
2906 { 3277 {
2907 if (obPart.UUID != m_rootPart.UUID) 3278 Vector3 oldSize = new Vector3(obPart.Scale);
2908 { 3279 obPart.IgnoreUndoUpdate = true;
2909 obPart.IgnoreUndoUpdate = true;
2910 Vector3 oldSize = new Vector3(obPart.Scale);
2911 3280
2912 float f = 1.0f; 3281 float f = 1.0f;
2913 float a = 1.0f; 3282 float a = 1.0f;
2914 3283
2915 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3284 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3285 {
3286 if (oldSize.X*x > m_scene.m_maxPhys)
2916 { 3287 {
2917 if (oldSize.X*x > m_scene.m_maxPhys) 3288 f = m_scene.m_maxPhys / oldSize.X;
2918 { 3289 a = f / x;
2919 f = m_scene.m_maxPhys / oldSize.X; 3290 x *= a;
2920 a = f / x; 3291 y *= a;
2921 x *= a; 3292 z *= a;
2922 y *= a;
2923 z *= a;
2924 }
2925 if (oldSize.Y*y > m_scene.m_maxPhys)
2926 {
2927 f = m_scene.m_maxPhys / oldSize.Y;
2928 a = f / y;
2929 x *= a;
2930 y *= a;
2931 z *= a;
2932 }
2933 if (oldSize.Z*z > m_scene.m_maxPhys)
2934 {
2935 f = m_scene.m_maxPhys / oldSize.Z;
2936 a = f / z;
2937 x *= a;
2938 y *= a;
2939 z *= a;
2940 }
2941 } 3293 }
2942 else 3294 if (oldSize.Y*y > m_scene.m_maxPhys)
2943 { 3295 {
2944 if (oldSize.X*x > m_scene.m_maxNonphys) 3296 f = m_scene.m_maxPhys / oldSize.Y;
2945 { 3297 a = f / y;
2946 f = m_scene.m_maxNonphys / oldSize.X; 3298 x *= a;
2947 a = f / x; 3299 y *= a;
2948 x *= a; 3300 z *= a;
2949 y *= a; 3301 }
2950 z *= a; 3302 if (oldSize.Z*z > m_scene.m_maxPhys)
2951 } 3303 {
2952 if (oldSize.Y*y > m_scene.m_maxNonphys) 3304 f = m_scene.m_maxPhys / oldSize.Z;
2953 { 3305 a = f / z;
2954 f = m_scene.m_maxNonphys / oldSize.Y; 3306 x *= a;
2955 a = f / y; 3307 y *= a;
2956 x *= a; 3308 z *= a;
2957 y *= a;
2958 z *= a;
2959 }
2960 if (oldSize.Z*z > m_scene.m_maxNonphys)
2961 {
2962 f = m_scene.m_maxNonphys / oldSize.Z;
2963 a = f / z;
2964 x *= a;
2965 y *= a;
2966 z *= a;
2967 }
2968 } 3309 }
2969 obPart.IgnoreUndoUpdate = false; 3310 }
2970 obPart.StoreUndoState(); 3311 else
3312 {
3313 if (oldSize.X*x > m_scene.m_maxNonphys)
3314 {
3315 f = m_scene.m_maxNonphys / oldSize.X;
3316 a = f / x;
3317 x *= a;
3318 y *= a;
3319 z *= a;
3320 }
3321 if (oldSize.Y*y > m_scene.m_maxNonphys)
3322 {
3323 f = m_scene.m_maxNonphys / oldSize.Y;
3324 a = f / y;
3325 x *= a;
3326 y *= a;
3327 z *= a;
3328 }
3329 if (oldSize.Z*z > m_scene.m_maxNonphys)
3330 {
3331 f = m_scene.m_maxNonphys / oldSize.Z;
3332 a = f / z;
3333 x *= a;
3334 y *= a;
3335 z *= a;
3336 }
3337
2971 } 3338 }
2972 } 3339 }
2973 } 3340 }
2974 } 3341 }
3342 lockPartsForRead(false);
2975 3343
2976 Vector3 prevScale = part.Scale; 3344 Vector3 prevScale = part.Scale;
2977 prevScale.X *= x; 3345 prevScale.X *= x;
2978 prevScale.Y *= y; 3346 prevScale.Y *= y;
2979 prevScale.Z *= z; 3347 prevScale.Z *= z;;
3348
3349 part.IgnoreUndoUpdate = false;
3350 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3351 part.IgnoreUndoUpdate = true;
2980 part.Resize(prevScale); 3352 part.Resize(prevScale);
3353 part.IgnoreUndoUpdate = false;
2981 3354
2982 lock (m_parts) 3355 lockPartsForRead(true);
2983 { 3356 {
2984 foreach (SceneObjectPart obPart in m_parts.Values) 3357 foreach (SceneObjectPart obPart in m_parts.Values)
2985 { 3358 {
2986 obPart.IgnoreUndoUpdate = true;
2987 if (obPart.UUID != m_rootPart.UUID) 3359 if (obPart.UUID != m_rootPart.UUID)
2988 { 3360 {
3361 obPart.IgnoreUndoUpdate = false;
3362 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3363 obPart.IgnoreUndoUpdate = true;
3364
2989 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3365 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2990 currentpos.X *= x; 3366 currentpos.X *= x;
2991 currentpos.Y *= y; 3367 currentpos.Y *= y;
@@ -2998,9 +3374,9 @@ namespace OpenSim.Region.Framework.Scenes
2998 obPart.UpdateOffSet(currentpos); 3374 obPart.UpdateOffSet(currentpos);
2999 } 3375 }
3000 obPart.IgnoreUndoUpdate = false; 3376 obPart.IgnoreUndoUpdate = false;
3001 obPart.StoreUndoState();
3002 } 3377 }
3003 } 3378 }
3379 lockPartsForRead(false);
3004 3380
3005 if (part.PhysActor != null) 3381 if (part.PhysActor != null)
3006 { 3382 {
@@ -3009,7 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
3009 } 3385 }
3010 3386
3011 part.IgnoreUndoUpdate = false; 3387 part.IgnoreUndoUpdate = false;
3012 part.StoreUndoState();
3013 HasGroupChanged = true; 3388 HasGroupChanged = true;
3014 ScheduleGroupForTerseUpdate(); 3389 ScheduleGroupForTerseUpdate();
3015 } 3390 }
@@ -3025,14 +3400,11 @@ namespace OpenSim.Region.Framework.Scenes
3025 /// <param name="pos"></param> 3400 /// <param name="pos"></param>
3026 public void UpdateGroupPosition(Vector3 pos) 3401 public void UpdateGroupPosition(Vector3 pos)
3027 { 3402 {
3028 foreach (SceneObjectPart part in Children.Values)
3029 {
3030 part.StoreUndoState();
3031 }
3032 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3403 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
3033 { 3404 {
3034 if (IsAttachment) 3405 if (IsAttachment)
3035 { 3406 {
3407 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
3036 m_rootPart.AttachedPos = pos; 3408 m_rootPart.AttachedPos = pos;
3037 } 3409 }
3038 if (RootPart.GetStatusSandbox()) 3410 if (RootPart.GetStatusSandbox())
@@ -3065,7 +3437,7 @@ namespace OpenSim.Region.Framework.Scenes
3065 SceneObjectPart part = GetChildPart(localID); 3437 SceneObjectPart part = GetChildPart(localID);
3066 foreach (SceneObjectPart parts in Children.Values) 3438 foreach (SceneObjectPart parts in Children.Values)
3067 { 3439 {
3068 parts.StoreUndoState(); 3440 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3069 } 3441 }
3070 if (part != null) 3442 if (part != null)
3071 { 3443 {
@@ -3090,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes
3090 { 3462 {
3091 foreach (SceneObjectPart part in Children.Values) 3463 foreach (SceneObjectPart part in Children.Values)
3092 { 3464 {
3093 part.StoreUndoState(); 3465 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3094 } 3466 }
3095 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3467 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3096 Vector3 oldPos = 3468 Vector3 oldPos =
@@ -3103,7 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
3103 axDiff *= Quaternion.Inverse(partRotation); 3475 axDiff *= Quaternion.Inverse(partRotation);
3104 diff = axDiff; 3476 diff = axDiff;
3105 3477
3106 lock (m_parts) 3478 lockPartsForRead(true);
3107 { 3479 {
3108 foreach (SceneObjectPart obPart in m_parts.Values) 3480 foreach (SceneObjectPart obPart in m_parts.Values)
3109 { 3481 {
@@ -3113,11 +3485,29 @@ namespace OpenSim.Region.Framework.Scenes
3113 } 3485 }
3114 } 3486 }
3115 } 3487 }
3488 lockPartsForRead(false);
3116 3489
3117 AbsolutePosition = newPos; 3490 //We have to set undoing here because otherwise an undo state will be saved
3491 if (!m_rootPart.Undoing)
3492 {
3493 m_rootPart.Undoing = true;
3494 AbsolutePosition = newPos;
3495 m_rootPart.Undoing = false;
3496 }
3497 else
3498 {
3499 AbsolutePosition = newPos;
3500 }
3118 3501
3119 HasGroupChanged = true; 3502 HasGroupChanged = true;
3120 ScheduleGroupForTerseUpdate(); 3503 if (m_rootPart.Undoing)
3504 {
3505 ScheduleGroupForFullUpdate();
3506 }
3507 else
3508 {
3509 ScheduleGroupForTerseUpdate();
3510 }
3121 } 3511 }
3122 3512
3123 public void OffsetForNewRegion(Vector3 offset) 3513 public void OffsetForNewRegion(Vector3 offset)
@@ -3137,7 +3527,7 @@ namespace OpenSim.Region.Framework.Scenes
3137 { 3527 {
3138 foreach (SceneObjectPart parts in Children.Values) 3528 foreach (SceneObjectPart parts in Children.Values)
3139 { 3529 {
3140 parts.StoreUndoState(); 3530 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3141 } 3531 }
3142 m_rootPart.UpdateRotation(rot); 3532 m_rootPart.UpdateRotation(rot);
3143 3533
@@ -3161,7 +3551,7 @@ namespace OpenSim.Region.Framework.Scenes
3161 { 3551 {
3162 foreach (SceneObjectPart parts in Children.Values) 3552 foreach (SceneObjectPart parts in Children.Values)
3163 { 3553 {
3164 parts.StoreUndoState(); 3554 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3165 } 3555 }
3166 m_rootPart.UpdateRotation(rot); 3556 m_rootPart.UpdateRotation(rot);
3167 3557
@@ -3188,7 +3578,7 @@ namespace OpenSim.Region.Framework.Scenes
3188 SceneObjectPart part = GetChildPart(localID); 3578 SceneObjectPart part = GetChildPart(localID);
3189 foreach (SceneObjectPart parts in Children.Values) 3579 foreach (SceneObjectPart parts in Children.Values)
3190 { 3580 {
3191 parts.StoreUndoState(); 3581 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3192 } 3582 }
3193 if (part != null) 3583 if (part != null)
3194 { 3584 {
@@ -3216,15 +3606,24 @@ namespace OpenSim.Region.Framework.Scenes
3216 if (part.UUID == m_rootPart.UUID) 3606 if (part.UUID == m_rootPart.UUID)
3217 { 3607 {
3218 UpdateRootRotation(rot); 3608 UpdateRootRotation(rot);
3219 AbsolutePosition = pos; 3609 if (!m_rootPart.Undoing)
3610 {
3611 m_rootPart.Undoing = true;
3612 AbsolutePosition = pos;
3613 m_rootPart.Undoing = false;
3614 }
3615 else
3616 {
3617 AbsolutePosition = pos;
3618 }
3220 } 3619 }
3221 else 3620 else
3222 { 3621 {
3622 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3223 part.IgnoreUndoUpdate = true; 3623 part.IgnoreUndoUpdate = true;
3224 part.UpdateRotation(rot); 3624 part.UpdateRotation(rot);
3225 part.OffsetPosition = pos; 3625 part.OffsetPosition = pos;
3226 part.IgnoreUndoUpdate = false; 3626 part.IgnoreUndoUpdate = false;
3227 part.StoreUndoState();
3228 } 3627 }
3229 } 3628 }
3230 } 3629 }
@@ -3238,7 +3637,13 @@ namespace OpenSim.Region.Framework.Scenes
3238 Quaternion axRot = rot; 3637 Quaternion axRot = rot;
3239 Quaternion oldParentRot = m_rootPart.RotationOffset; 3638 Quaternion oldParentRot = m_rootPart.RotationOffset;
3240 3639
3241 m_rootPart.StoreUndoState(); 3640 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3641 bool cancelUndo = false;
3642 if (!m_rootPart.Undoing)
3643 {
3644 m_rootPart.Undoing = true;
3645 cancelUndo = true;
3646 }
3242 m_rootPart.UpdateRotation(rot); 3647 m_rootPart.UpdateRotation(rot);
3243 if (m_rootPart.PhysActor != null) 3648 if (m_rootPart.PhysActor != null)
3244 { 3649 {
@@ -3246,33 +3651,31 @@ namespace OpenSim.Region.Framework.Scenes
3246 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3651 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3247 } 3652 }
3248 3653
3249 lock (m_parts) 3654 lockPartsForRead(true);
3655
3656 foreach (SceneObjectPart prim in m_parts.Values)
3250 { 3657 {
3251 foreach (SceneObjectPart prim in m_parts.Values) 3658 if (prim.UUID != m_rootPart.UUID)
3252 { 3659 {
3253 if (prim.UUID != m_rootPart.UUID) 3660 prim.IgnoreUndoUpdate = true;
3254 { 3661 Vector3 axPos = prim.OffsetPosition;
3255 prim.IgnoreUndoUpdate = true; 3662 axPos *= oldParentRot;
3256 Vector3 axPos = prim.OffsetPosition; 3663 axPos *= Quaternion.Inverse(axRot);
3257 axPos *= oldParentRot; 3664 prim.OffsetPosition = axPos;
3258 axPos *= Quaternion.Inverse(axRot); 3665 Quaternion primsRot = prim.RotationOffset;
3259 prim.OffsetPosition = axPos; 3666 Quaternion newRot = primsRot * oldParentRot;
3260 Quaternion primsRot = prim.RotationOffset; 3667 newRot *= Quaternion.Inverse(axRot);
3261 Quaternion newRot = primsRot * oldParentRot; 3668 prim.RotationOffset = newRot;
3262 newRot *= Quaternion.Inverse(axRot); 3669 prim.ScheduleTerseUpdate();
3263 prim.RotationOffset = newRot; 3670 prim.IgnoreUndoUpdate = false;
3264 prim.ScheduleTerseUpdate();
3265 }
3266 } 3671 }
3267 } 3672 }
3268 foreach (SceneObjectPart childpart in Children.Values) 3673 if (cancelUndo == true)
3269 { 3674 {
3270 if (childpart != m_rootPart) 3675 m_rootPart.Undoing = false;
3271 {
3272 childpart.IgnoreUndoUpdate = false;
3273 childpart.StoreUndoState();
3274 }
3275 } 3676 }
3677 lockPartsForRead(false);
3678
3276 m_rootPart.ScheduleTerseUpdate(); 3679 m_rootPart.ScheduleTerseUpdate();
3277 } 3680 }
3278 3681
@@ -3394,7 +3797,7 @@ namespace OpenSim.Region.Framework.Scenes
3394 if (atTargets.Count > 0) 3797 if (atTargets.Count > 0)
3395 { 3798 {
3396 uint[] localids = new uint[0]; 3799 uint[] localids = new uint[0];
3397 lock (m_parts) 3800 lockPartsForRead(true);
3398 { 3801 {
3399 localids = new uint[m_parts.Count]; 3802 localids = new uint[m_parts.Count];
3400 int cntr = 0; 3803 int cntr = 0;
@@ -3404,6 +3807,7 @@ namespace OpenSim.Region.Framework.Scenes
3404 cntr++; 3807 cntr++;
3405 } 3808 }
3406 } 3809 }
3810 lockPartsForRead(false);
3407 3811
3408 for (int ctr = 0; ctr < localids.Length; ctr++) 3812 for (int ctr = 0; ctr < localids.Length; ctr++)
3409 { 3813 {
@@ -3422,7 +3826,7 @@ namespace OpenSim.Region.Framework.Scenes
3422 { 3826 {
3423 //trigger not_at_target 3827 //trigger not_at_target
3424 uint[] localids = new uint[0]; 3828 uint[] localids = new uint[0];
3425 lock (m_parts) 3829 lockPartsForRead(true);
3426 { 3830 {
3427 localids = new uint[m_parts.Count]; 3831 localids = new uint[m_parts.Count];
3428 int cntr = 0; 3832 int cntr = 0;
@@ -3432,7 +3836,8 @@ namespace OpenSim.Region.Framework.Scenes
3432 cntr++; 3836 cntr++;
3433 } 3837 }
3434 } 3838 }
3435 3839 lockPartsForRead(false);
3840
3436 for (int ctr = 0; ctr < localids.Length; ctr++) 3841 for (int ctr = 0; ctr < localids.Length; ctr++)
3437 { 3842 {
3438 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3843 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3473,7 +3878,8 @@ namespace OpenSim.Region.Framework.Scenes
3473 if (atRotTargets.Count > 0) 3878 if (atRotTargets.Count > 0)
3474 { 3879 {
3475 uint[] localids = new uint[0]; 3880 uint[] localids = new uint[0];
3476 lock (m_parts) 3881 lockPartsForRead(true);
3882 try
3477 { 3883 {
3478 localids = new uint[m_parts.Count]; 3884 localids = new uint[m_parts.Count];
3479 int cntr = 0; 3885 int cntr = 0;
@@ -3483,6 +3889,10 @@ namespace OpenSim.Region.Framework.Scenes
3483 cntr++; 3889 cntr++;
3484 } 3890 }
3485 } 3891 }
3892 finally
3893 {
3894 lockPartsForRead(false);
3895 }
3486 3896
3487 for (int ctr = 0; ctr < localids.Length; ctr++) 3897 for (int ctr = 0; ctr < localids.Length; ctr++)
3488 { 3898 {
@@ -3501,7 +3911,8 @@ namespace OpenSim.Region.Framework.Scenes
3501 { 3911 {
3502 //trigger not_at_target 3912 //trigger not_at_target
3503 uint[] localids = new uint[0]; 3913 uint[] localids = new uint[0];
3504 lock (m_parts) 3914 lockPartsForRead(true);
3915 try
3505 { 3916 {
3506 localids = new uint[m_parts.Count]; 3917 localids = new uint[m_parts.Count];
3507 int cntr = 0; 3918 int cntr = 0;
@@ -3511,6 +3922,10 @@ namespace OpenSim.Region.Framework.Scenes
3511 cntr++; 3922 cntr++;
3512 } 3923 }
3513 } 3924 }
3925 finally
3926 {
3927 lockPartsForRead(false);
3928 }
3514 3929
3515 for (int ctr = 0; ctr < localids.Length; ctr++) 3930 for (int ctr = 0; ctr < localids.Length; ctr++)
3516 { 3931 {
@@ -3524,19 +3939,20 @@ namespace OpenSim.Region.Framework.Scenes
3524 public float GetMass() 3939 public float GetMass()
3525 { 3940 {
3526 float retmass = 0f; 3941 float retmass = 0f;
3527 lock (m_parts) 3942 lockPartsForRead(true);
3528 { 3943 {
3529 foreach (SceneObjectPart part in m_parts.Values) 3944 foreach (SceneObjectPart part in m_parts.Values)
3530 { 3945 {
3531 retmass += part.GetMass(); 3946 retmass += part.GetMass();
3532 } 3947 }
3533 } 3948 }
3949 lockPartsForRead(false);
3534 return retmass; 3950 return retmass;
3535 } 3951 }
3536 3952
3537 public void CheckSculptAndLoad() 3953 public void CheckSculptAndLoad()
3538 { 3954 {
3539 lock (m_parts) 3955 lockPartsForRead(true);
3540 { 3956 {
3541 if (!IsDeleted) 3957 if (!IsDeleted)
3542 { 3958 {
@@ -3561,6 +3977,7 @@ namespace OpenSim.Region.Framework.Scenes
3561 } 3977 }
3562 } 3978 }
3563 } 3979 }
3980 lockPartsForRead(false);
3564 } 3981 }
3565 3982
3566 protected void AssetReceived(string id, Object sender, AssetBase asset) 3983 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3581,7 +3998,7 @@ namespace OpenSim.Region.Framework.Scenes
3581 /// <param name="client"></param> 3998 /// <param name="client"></param>
3582 public void SetGroup(UUID GroupID, IClientAPI client) 3999 public void SetGroup(UUID GroupID, IClientAPI client)
3583 { 4000 {
3584 lock (m_parts) 4001 lockPartsForRead(true);
3585 { 4002 {
3586 foreach (SceneObjectPart part in m_parts.Values) 4003 foreach (SceneObjectPart part in m_parts.Values)
3587 { 4004 {
@@ -3591,6 +4008,7 @@ namespace OpenSim.Region.Framework.Scenes
3591 4008
3592 HasGroupChanged = true; 4009 HasGroupChanged = true;
3593 } 4010 }
4011 lockPartsForRead(false);
3594 4012
3595 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4013 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3596 // for the same object with very different properties. The caller must schedule the update. 4014 // for the same object with very different properties. The caller must schedule the update.
@@ -3612,11 +4030,12 @@ namespace OpenSim.Region.Framework.Scenes
3612 4030
3613 public void SetAttachmentPoint(byte point) 4031 public void SetAttachmentPoint(byte point)
3614 { 4032 {
3615 lock (m_parts) 4033 lockPartsForRead(true);
3616 { 4034 {
3617 foreach (SceneObjectPart part in m_parts.Values) 4035 foreach (SceneObjectPart part in m_parts.Values)
3618 part.SetAttachmentPoint(point); 4036 part.SetAttachmentPoint(point);
3619 } 4037 }
4038 lockPartsForRead(false);
3620 } 4039 }
3621 4040
3622 #region ISceneObject 4041 #region ISceneObject
@@ -3650,6 +4069,14 @@ namespace OpenSim.Region.Framework.Scenes
3650 SetFromItemID(uuid); 4069 SetFromItemID(uuid);
3651 } 4070 }
3652 4071
4072 public void ResetOwnerChangeFlag()
4073 {
4074 ForEachPart(delegate(SceneObjectPart part)
4075 {
4076 part.ResetOwnerChangeFlag();
4077 });
4078 }
4079
3653 #endregion 4080 #endregion
3654 } 4081 }
3655} 4082}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3ed74e1..eefe8bb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4785,5 +4814,17 @@ namespace OpenSim.Region.Framework.Scenes
4785 Color color = Color; 4814 Color color = Color;
4786 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4815 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4787 } 4816 }
4817
4818 public void ResetOwnerChangeFlag()
4819 {
4820 List<UUID> inv = Inventory.GetInventoryList();
4821
4822 foreach (UUID itemID in inv)
4823 {
4824 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4825 item.OwnerChanged = false;
4826 Inventory.UpdateInventoryItem(item);
4827 }
4828 }
4788 } 4829 }
4789} 4830}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index d7767bd..c5994b2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,22 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 lock (m_items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
125 return; 131 return;
132 }
126 133
127 HasInventoryChanged = true; 134 HasInventoryChanged = true;
128 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
129 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 m_items.Clear(); 137 Items.Clear();
131 138
132 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
133 { 140 {
134 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
135 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
136 }
137 } 143 }
144 m_items.LockItemsForWrite(false);
138 } 145 }
139 146
140 /// <summary> 147 /// <summary>
@@ -143,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
143 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
144 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
147 { 155 {
148 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
149 { 157 return;
150 return;
151 }
152 } 158 }
153 159
154 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -162,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
162 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
171 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
172 { 179 {
173 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
174 { 182 {
175 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
176 { 184 return;
177 return;
178 }
179 } 185 }
180 186
181 HasInventoryChanged = true; 187 HasInventoryChanged = true;
182 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
183 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
184 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
185 { 191 {
186 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
187 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
188 } 196 }
197 m_items.LockItemsForWrite(false);
189 } 198 }
190 199
191 /// <summary> 200 /// <summary>
@@ -193,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 202 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 204 {
196 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
197 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
198 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
199 } 213 }
200 214
201 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -228,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </param> 242 /// </param>
229 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
230 { 244 {
231 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
232 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
233 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
234 } 257 }
235 258
236 /// <summary> 259 /// <summary>
@@ -246,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
246 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
247 270
248 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
249 return; 274 return;
275 }
250 276
251 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
252 278
@@ -255,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
255 if (stateSource == 1 && // Prim crossing 281 if (stateSource == 1 && // Prim crossing
256 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
257 { 283 {
258 lock (m_items) 284 m_items.LockItemsForWrite(true);
259 { 285 m_items[item.ItemID].PermsMask = 0;
260 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
261 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
262 }
263
264 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
265 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
266 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
267 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
268 return; 293 return;
@@ -271,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
271 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
272 if (null == asset) 297 if (null == asset)
273 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
274 m_log.ErrorFormat( 301 m_log.ErrorFormat(
275 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
276 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -282,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
282 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
283 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
284 311
285 lock (m_items) 312 m_items.LockItemsForWrite(true);
286 { 313
287 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
289 } 316
317 m_items.LockItemsForWrite(false);
290 318
291 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
293 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
294 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
295 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
296 } 325 }
@@ -354,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
354 383
355 /// <summary> 384 /// <summary>
356 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
357 /// </summary> 387 /// </summary>
358 /// <param name="itemId"> 388 /// <param name="itemId">
359 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
360 /// </param> 390 /// </param>
361 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
362 { 392 {
363 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
364 if (item != null) 394 {
365 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
366 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
367 m_log.ErrorFormat( 427 m_log.ErrorFormat(
368 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
369 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
370 itemId, m_part.Name, m_part.UUID, 430 }
371 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
372 } 525 }
373 526
374 /// <summary> 527 /// <summary>
@@ -381,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
381 /// </param> 534 /// </param>
382 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
383 { 536 {
384 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
385
386 lock (m_items)
387 {
388 if (m_items.ContainsKey(itemId))
389 scriptPresent = true;
390 }
391
392 if (scriptPresent)
393 { 538 {
394 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
395 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -414,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
414 /// <returns></returns> 559 /// <returns></returns>
415 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
416 { 561 {
417 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
418 { 564 {
419 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
420 { 566 {
421 if (item.Name == name) 567 m_items.LockItemsForRead(false);
422 return true; 568 return true;
423 } 569 }
424 } 570 }
571 m_items.LockItemsForRead(false);
425 return false; 572 return false;
426 } 573 }
427 574
@@ -463,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
463 /// <param name="item"></param> 610 /// <param name="item"></param>
464 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
465 { 612 {
466 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
467 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
468 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
469 { 617 {
470 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -502,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
502 item.Name = name; 650 item.Name = name;
503 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
504 652
505 lock (m_items) 653 m_items.LockItemsForWrite(true);
506 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
507 655 m_items.LockItemsForWrite(false);
508 if (allowedDrop) 656 if (allowedDrop)
509 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
510 else 658 else
511 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
512 660
513 m_inventorySerial++; 661 m_inventorySerial++;
514 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
515 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -525,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
525 /// <param name="items"></param> 673 /// <param name="items"></param>
526 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
527 { 675 {
528 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
529 { 678 {
530 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
531 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
532 m_items.Add(item.ItemID, item);
533// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
534 }
535 m_inventorySerial++;
536 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
537 } 685 }
538 686
539 /// <summary> 687 /// <summary>
@@ -544,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
544 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
545 { 693 {
546 TaskInventoryItem item; 694 TaskInventoryItem item;
547 695 m_items.LockItemsForRead(true);
548 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
549 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
550
551 return item; 698 return item;
552 } 699 }
553 700
@@ -563,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
563 { 710 {
564 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
565 712
566 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
567 { 716 {
568 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
569 { 718 items.Add(item);
570 if (item.Name == name)
571 items.Add(item);
572 }
573 } 719 }
574 720
721 m_items.LockItemsForRead(false);
722
575 return items; 723 return items;
576 } 724 }
577 725
@@ -652,8 +800,9 @@ namespace OpenSim.Region.Framework.Scenes
652 800
653 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 801 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
654 { 802 {
655 TaskInventoryItem it = GetInventoryItem(item.ItemID); 803 m_items.LockItemsForWrite(true);
656 if (it != null) 804
805 if (m_items.ContainsKey(item.ItemID))
657 { 806 {
658 item.ParentID = m_part.UUID; 807 item.ParentID = m_part.UUID;
659 item.ParentPartID = m_part.UUID; 808 item.ParentPartID = m_part.UUID;
@@ -665,19 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
665 item.GroupID = m_part.GroupID; 814 item.GroupID = m_part.GroupID;
666 815
667 if (item.AssetID == UUID.Zero) 816 if (item.AssetID == UUID.Zero)
668 item.AssetID = it.AssetID; 817 item.AssetID = m_items[item.ItemID].AssetID;
669
670 lock (m_items)
671 {
672 m_items[item.ItemID] = item;
673 m_inventorySerial++;
674 }
675 818
819 m_items[item.ItemID] = item;
820 m_inventorySerial++;
676 if (fireScriptEvents) 821 if (fireScriptEvents)
677 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 822 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
678
679 HasInventoryChanged = true; 823 HasInventoryChanged = true;
680 m_part.ParentGroup.HasGroupChanged = true; 824 m_part.ParentGroup.HasGroupChanged = true;
825 m_items.LockItemsForWrite(false);
681 return true; 826 return true;
682 } 827 }
683 else 828 else
@@ -688,8 +833,9 @@ namespace OpenSim.Region.Framework.Scenes
688 item.ItemID, m_part.Name, m_part.UUID, 833 item.ItemID, m_part.Name, m_part.UUID,
689 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 834 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
690 } 835 }
691 return false; 836 m_items.LockItemsForWrite(false);
692 837
838 return false;
693 } 839 }
694 840
695 /// <summary> 841 /// <summary>
@@ -700,37 +846,53 @@ namespace OpenSim.Region.Framework.Scenes
700 /// in this prim's inventory.</returns> 846 /// in this prim's inventory.</returns>
701 public int RemoveInventoryItem(UUID itemID) 847 public int RemoveInventoryItem(UUID itemID)
702 { 848 {
703 TaskInventoryItem item = GetInventoryItem(itemID); 849 m_items.LockItemsForRead(true);
704 if (item != null) 850
851 if (m_items.ContainsKey(itemID))
705 { 852 {
706 int type = m_items[itemID].InvType; 853 int type = m_items[itemID].InvType;
854 m_items.LockItemsForRead(false);
707 if (type == 10) // Script 855 if (type == 10) // Script
708 { 856 {
709 m_part.RemoveScriptEvents(itemID);
710 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
711 } 858 }
859 m_items.LockItemsForWrite(true);
712 m_items.Remove(itemID); 860 m_items.Remove(itemID);
861 m_items.LockItemsForWrite(false);
713 m_inventorySerial++; 862 m_inventorySerial++;
714 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 863 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
715 864
716 HasInventoryChanged = true; 865 HasInventoryChanged = true;
717 m_part.ParentGroup.HasGroupChanged = true; 866 m_part.ParentGroup.HasGroupChanged = true;
718 867
719 if (!ContainsScripts()) 868 int scriptcount = 0;
869 m_items.LockItemsForRead(true);
870 foreach (TaskInventoryItem item in m_items.Values)
871 {
872 if (item.Type == 10)
873 {
874 scriptcount++;
875 }
876 }
877 m_items.LockItemsForRead(false);
878
879
880 if (scriptcount <= 0)
881 {
720 m_part.RemFlag(PrimFlags.Scripted); 882 m_part.RemFlag(PrimFlags.Scripted);
883 }
721 884
722 m_part.ScheduleFullUpdate(); 885 m_part.ScheduleFullUpdate();
723 886
724 return type; 887 return type;
725
726 } 888 }
727 else 889 else
728 { 890 {
891 m_items.LockItemsForRead(false);
729 m_log.ErrorFormat( 892 m_log.ErrorFormat(
730 "[PRIM INVENTORY]: " + 893 "[PRIM INVENTORY]: " +
731 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 894 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
732 itemID, m_part.Name, m_part.UUID, 895 itemID, m_part.Name, m_part.UUID);
733 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
734 } 896 }
735 897
736 return -1; 898 return -1;
@@ -784,8 +946,9 @@ namespace OpenSim.Region.Framework.Scenes
784 // isn't available (such as drag from prim inventory to agent inventory) 946 // isn't available (such as drag from prim inventory to agent inventory)
785 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 947 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
786 948
787 List<TaskInventoryItem> items = GetInventoryItems(); 949 m_items.LockItemsForRead(true);
788 foreach (TaskInventoryItem item in items) 950
951 foreach (TaskInventoryItem item in m_items.Values)
789 { 952 {
790 UUID ownerID = item.OwnerID; 953 UUID ownerID = item.OwnerID;
791 uint everyoneMask = 0; 954 uint everyoneMask = 0;
@@ -829,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
829 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 992 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
830 invString.AddSectionEnd(); 993 invString.AddSectionEnd();
831 } 994 }
995 int count = m_items.Count;
996 m_items.LockItemsForRead(false);
832 997
833 fileData = Utils.StringToBytes(invString.BuildString); 998 fileData = Utils.StringToBytes(invString.BuildString);
834 999
@@ -849,10 +1014,11 @@ namespace OpenSim.Region.Framework.Scenes
849 { 1014 {
850 if (HasInventoryChanged) 1015 if (HasInventoryChanged)
851 { 1016 {
852 HasInventoryChanged = false; 1017 Items.LockItemsForRead(true);
853 List<TaskInventoryItem> items = GetInventoryItems(); 1018 datastore.StorePrimInventory(m_part.UUID, Items.Values);
854 datastore.StorePrimInventory(m_part.UUID, items); 1019 Items.LockItemsForRead(false);
855 1020
1021 HasInventoryChanged = false;
856 } 1022 }
857 } 1023 }
858 1024
@@ -919,89 +1085,75 @@ namespace OpenSim.Region.Framework.Scenes
919 { 1085 {
920 uint mask=0x7fffffff; 1086 uint mask=0x7fffffff;
921 1087
922 lock (m_items) 1088 foreach (TaskInventoryItem item in m_items.Values)
923 { 1089 {
924 foreach (TaskInventoryItem item in m_items.Values) 1090 if (item.InvType != (int)InventoryType.Object)
925 { 1091 {
926 if (item.InvType != (int)InventoryType.Object) 1092 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
927 { 1093 mask &= ~((uint)PermissionMask.Copy >> 13);
928 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1094 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
929 mask &= ~((uint)PermissionMask.Copy >> 13); 1095 mask &= ~((uint)PermissionMask.Transfer >> 13);
930 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
931 mask &= ~((uint)PermissionMask.Transfer >> 13); 1097 mask &= ~((uint)PermissionMask.Modify >> 13);
932 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1098 }
933 mask &= ~((uint)PermissionMask.Modify >> 13); 1099 else
934 } 1100 {
935 else 1101 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
936 { 1102 mask &= ~((uint)PermissionMask.Copy >> 13);
937 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1103 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
938 mask &= ~((uint)PermissionMask.Copy >> 13); 1104 mask &= ~((uint)PermissionMask.Transfer >> 13);
939 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
940 mask &= ~((uint)PermissionMask.Transfer >> 13); 1106 mask &= ~((uint)PermissionMask.Modify >> 13);
941 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
942 mask &= ~((uint)PermissionMask.Modify >> 13);
943 }
944
945 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
946 mask &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
948 mask &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
950 mask &= ~(uint)PermissionMask.Modify;
951 } 1107 }
1108
1109 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1110 mask &= ~(uint)PermissionMask.Copy;
1111 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1112 mask &= ~(uint)PermissionMask.Transfer;
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1114 mask &= ~(uint)PermissionMask.Modify;
952 } 1115 }
953
954 return mask; 1116 return mask;
955 } 1117 }
956 1118
957 public void ApplyNextOwnerPermissions() 1119 public void ApplyNextOwnerPermissions()
958 { 1120 {
959 lock (m_items) 1121 foreach (TaskInventoryItem item in m_items.Values)
960 { 1122 {
961 foreach (TaskInventoryItem item in m_items.Values) 1123 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
962 { 1124 {
963 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1125 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
964 { 1126 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
965 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1127 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
966 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1128 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
967 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
968 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
969 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
970 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
971 }
972 item.CurrentPermissions &= item.NextPermissions;
973 item.BasePermissions &= item.NextPermissions;
974 item.EveryonePermissions &= item.NextPermissions;
975 item.OwnerChanged = true;
976 } 1131 }
1132 item.OwnerChanged = true;
1133 item.CurrentPermissions &= item.NextPermissions;
1134 item.BasePermissions &= item.NextPermissions;
1135 item.EveryonePermissions &= item.NextPermissions;
977 } 1136 }
978 } 1137 }
979 1138
980 public void ApplyGodPermissions(uint perms) 1139 public void ApplyGodPermissions(uint perms)
981 { 1140 {
982 lock (m_items) 1141 foreach (TaskInventoryItem item in m_items.Values)
983 { 1142 {
984 foreach (TaskInventoryItem item in m_items.Values) 1143 item.CurrentPermissions = perms;
985 { 1144 item.BasePermissions = perms;
986 item.CurrentPermissions = perms;
987 item.BasePermissions = perms;
988 }
989 } 1145 }
990 } 1146 }
991 1147
992 public bool ContainsScripts() 1148 public bool ContainsScripts()
993 { 1149 {
994 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
995 { 1151 {
996 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.LSL)
997 { 1153 {
998 if (item.InvType == (int)InventoryType.LSL) 1154 return true;
999 {
1000 return true;
1001 }
1002 } 1155 }
1003 } 1156 }
1004
1005 return false; 1157 return false;
1006 } 1158 }
1007 1159
@@ -1009,11 +1161,8 @@ namespace OpenSim.Region.Framework.Scenes
1009 { 1161 {
1010 List<UUID> ret = new List<UUID>(); 1162 List<UUID> ret = new List<UUID>();
1011 1163
1012 lock (m_items) 1164 foreach (TaskInventoryItem item in m_items.Values)
1013 { 1165 ret.Add(item.ItemID);
1014 foreach (TaskInventoryItem item in m_items.Values)
1015 ret.Add(item.ItemID);
1016 }
1017 1166
1018 return ret; 1167 return ret;
1019 } 1168 }
@@ -1044,31 +1193,44 @@ namespace OpenSim.Region.Framework.Scenes
1044 1193
1045 public Dictionary<UUID, string> GetScriptStates() 1194 public Dictionary<UUID, string> GetScriptStates()
1046 { 1195 {
1196 return GetScriptStates(false);
1197 }
1198
1199 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1200 {
1047 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1201 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1048 1202
1049 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1203 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1050 if (engines == null) // No engine at all 1204 if (engines == null) // No engine at all
1051 return ret; 1205 return ret;
1052 1206
1053 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1207 foreach (TaskInventoryItem item in m_items.Values)
1054
1055 foreach (TaskInventoryItem item in scripts)
1056 { 1208 {
1057 foreach (IScriptModule e in engines) 1209 if (item.InvType == (int)InventoryType.LSL)
1058 { 1210 {
1059 if (e != null) 1211 foreach (IScriptModule e in engines)
1060 { 1212 {
1061 string n = e.GetXMLState(item.ItemID); 1213 if (e != null)
1062 if (n != String.Empty)
1063 { 1214 {
1064 if (!ret.ContainsKey(item.ItemID)) 1215 string n = e.GetXMLState(item.ItemID);
1065 ret[item.ItemID] = n; 1216 if (n != String.Empty)
1066 break; 1217 {
1218 if (oldIDs)
1219 {
1220 if (!ret.ContainsKey(item.OldItemID))
1221 ret[item.OldItemID] = n;
1222 }
1223 else
1224 {
1225 if (!ret.ContainsKey(item.ItemID))
1226 ret[item.ItemID] = n;
1227 }
1228 break;
1229 }
1067 } 1230 }
1068 } 1231 }
1069 } 1232 }
1070 } 1233 }
1071
1072 return ret; 1234 return ret;
1073 } 1235 }
1074 1236
@@ -1078,21 +1240,27 @@ namespace OpenSim.Region.Framework.Scenes
1078 if (engines == null) 1240 if (engines == null)
1079 return; 1241 return;
1080 1242
1081 List<TaskInventoryItem> scripts = GetInventoryScripts();
1082 1243
1083 foreach (TaskInventoryItem item in scripts) 1244 Items.LockItemsForRead(true);
1245
1246 foreach (TaskInventoryItem item in m_items.Values)
1084 { 1247 {
1085 foreach (IScriptModule engine in engines) 1248 if (item.InvType == (int)InventoryType.LSL)
1086 { 1249 {
1087 if (engine != null) 1250 foreach (IScriptModule engine in engines)
1088 { 1251 {
1089 if (item.OwnerChanged) 1252 if (engine != null)
1090 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1253 {
1091 item.OwnerChanged = false; 1254 if (item.OwnerChanged)
1092 engine.ResumeScript(item.ItemID); 1255 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1256 item.OwnerChanged = false;
1257 engine.ResumeScript(item.ItemID);
1258 }
1093 } 1259 }
1094 } 1260 }
1095 } 1261 }
1262
1263 Items.LockItemsForRead(false);
1096 } 1264 }
1097 } 1265 }
1098} \ No newline at end of file 1266} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fbb3177..cd80eb0 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1477,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1477 update_rotation = true;
1338 } 1478 }
1339 1479
1480 //guilty until proven innocent..
1481 bool Nudging = true;
1482 //Basically, if there is at least one non-nudge control then we don't need
1483 //to worry about stopping the avatar
1484
1340 if (m_parentID == 0) 1485 if (m_parentID == 0)
1341 { 1486 {
1342 bool bAllowUpdateMoveToPosition = false; 1487 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1496,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1496 else
1352 dirVectors = Dir_Vectors; 1497 dirVectors = Dir_Vectors;
1353 1498
1354 // The fact that m_movementflag is a byte needs to be fixed 1499 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1500
1356 uint nudgehack = 250; 1501
1502
1503
1504
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1505 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1506 {
1359 if (((uint)flags & (uint)DCF) != 0) 1507 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1511,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1511 try
1364 { 1512 {
1365 agent_control_v3 += dirVectors[i]; 1513 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1514 if (isNudge[i] == false)
1515 {
1516 Nudging = false;
1517 }
1367 } 1518 }
1368 catch (IndexOutOfRangeException) 1519 catch (IndexOutOfRangeException)
1369 { 1520 {
1370 // Why did I get this? 1521 // Why did I get this?
1371 } 1522 }
1372 1523
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1524 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1525 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1526 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1527 update_movementflag = true;
1381 } 1528 }
1382 } 1529 }
1383 else 1530 else
1384 { 1531 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1532 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1533 {
1390 m_movementflag -= ((byte)(uint)DCF); 1534 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1535 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1536 }
1401 else 1537 else
1402 { 1538 {
@@ -1405,7 +1541,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1541 }
1406 i++; 1542 i++;
1407 } 1543 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1544 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1545 if (bResetMoveToPosition)
1411 { 1546 {
@@ -1440,6 +1575,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1575 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1576 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1577 LocalVectorToTarget2D.Normalize();
1578
1579 //We're not nudging
1580 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1581 agent_control_v3 += LocalVectorToTarget2D;
1444 1582
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1583 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1666,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1666 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1667 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1668
1531 AddNewMovement(agent_control_v3, q); 1669 AddNewMovement(agent_control_v3, q, Nudging);
1532 1670
1533 1671
1534 } 1672 }
1535 } 1673 }
1536 1674
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1675 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1676 Animator.UpdateMovementAnimations();
1539 1677
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1678 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1687,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1687 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1688 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1689 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1690 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1691 proxyObjectGroup.AttachToScene(m_scene);
1555 1692
@@ -1591,7 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1728 }
1592 m_moveToPositionInProgress = true; 1729 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1730 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1731 }
1595 catch (Exception ex) 1732 catch (Exception ex)
1596 { 1733 {
1597 //Why did I get this error? 1734 //Why did I get this error?
@@ -1613,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1750 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1751 SendFullUpdateToAllClients();
1615 1752
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1753 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1754 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1755 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1756 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1787,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1787
1651 if (m_parentID != 0) 1788 if (m_parentID != 0)
1652 { 1789 {
1653 m_log.Debug("StandupCode Executed"); 1790 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1791 if (part != null)
1656 { 1792 {
1793 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1794 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1795 if (taskIDict != null)
1659 { 1796 {
1660 lock (taskIDict) 1797 foreach (UUID taskID in taskIDict.Keys)
1661 { 1798 {
1662 foreach (UUID taskID in taskIDict.Keys) 1799 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1800 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1801 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1802 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1803 }
1670
1671 } 1804 }
1805 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1806 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1807 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1808 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1809 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1810 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1811 }
1812 // part.GetWorldRotation() is the rotation of the object being sat on
1813 // Rotation is the sittiing Av's rotation
1814
1815 Quaternion partRot;
1816// if (part.LinkNum == 1)
1817// { // Root prim of linkset
1818// partRot = part.ParentGroup.RootPart.RotationOffset;
1819// }
1820// else
1821// { // single or child prim
1822
1823// }
1824 if (part == null) //CW: Part may be gone. llDie() for example.
1825 {
1826 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1827 }
1828 else
1829 {
1830 partRot = part.GetWorldRotation();
1831 }
1832
1833 Quaternion partIRot = Quaternion.Inverse(partRot);
1834
1835 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1836 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1679 1837
1838
1680 if (m_physicsActor == null) 1839 if (m_physicsActor == null)
1681 { 1840 {
1682 AddToPhysicalScene(false); 1841 AddToPhysicalScene(false);
1683 } 1842 }
1684 1843 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1844 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1845 {
1687 1846 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1847 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1848 part.IsOccupied = false;
1849 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1850 }
1851 else
1852 {
1853 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1854 AbsolutePosition = m_lastWorldPosition;
1855 }
1856
1857 m_parentPosition = Vector3.Zero;
1858 m_parentID = 0;
1859 m_linkedPrim = UUID.Zero;
1860 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1861 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1862 m_requestedSitTargetID = 0;
1863
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1864 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1865 {
1693 SetHeight(m_avHeight); 1866 SetHeight(m_avHeight);
1694 } 1867 }
1695 } 1868 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1869 Animator.TrySetMovementAnimation("STAND");
1698 } 1870 }
1699 1871
@@ -1724,13 +1896,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1896 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1897 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1898 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1899 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1900 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1901 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1902 {
1735 //switch the target to this prim 1903 //switch the target to this prim
1736 return part; 1904 return part;
@@ -1744,84 +1912,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1912 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1913 {
1746 bool autopilot = true; 1914 bool autopilot = true;
1915 Vector3 autopilotTarget = new Vector3();
1916 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1917 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1918 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1919 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1920 bool forceMouselook = false;
1752 1921
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1922 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1923 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1924 if (part == null) return;
1756 { 1925
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1926 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1927 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1928
1760 // Is a sit target available? 1929 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1930 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1932
1764 1933 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1934
1766 bool SitTargetisSet = 1935 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1936 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1937 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1938
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1939 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1940 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1941 Quaternion partRot;
1773 )); 1942// if (part.LinkNum == 1)
1774 1943// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1944// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1945// }
1777 part.SetAvatarOnSitTarget(UUID); 1946// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1947// { // single or child prim
1779 sitOrientation = avSitOrientation; 1948 partRot = part.GetWorldRotation();
1780 autopilot = false; 1949// }
1781 } 1950 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1951//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1952 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1953 if (SitTargetisSet) // scipted sit
1785 //{ 1954 {
1786 // offset = pos; 1955 if (!part.IsOccupied)
1787 //autopilot = false; 1956 {
1788 //} 1957//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1958 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1959 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1960
1792 // We can remove the physicsActor until they stand up. 1961 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1962 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1963 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1964 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1965 }
1805 else 1966 sitOrientation = nrot; // Change rotatione to the scripted one
1967 OffsetRotation = nrot;
1968 autopilot = false; // Jump direct to scripted llSitPos()
1969 }
1970 else
1971 {
1972//Console.WriteLine("Scripted, occupied");
1973 return;
1974 }
1975 }
1976 else // Not Scripted
1977 {
1978 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1979 {
1980 // large prim & offset, ignore if other Avs sitting
1981// offset.Z -= 0.05f;
1982 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1983 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1984
1985//Console.WriteLine(" offset ={0}", offset);
1986//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1987//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1988
1989 }
1990 else // small offset
1991 {
1992//Console.WriteLine("Small offset");
1993 if (!part.IsOccupied)
1994 {
1995 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1996 autopilotTarget = part.AbsolutePosition;
1997//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1998 }
1999 else return; // occupied small
2000 } // end large/small
2001 } // end Scripted/not
2002 cameraAtOffset = part.GetCameraAtOffset();
2003 cameraEyeOffset = part.GetCameraEyeOffset();
2004 forceMouselook = part.GetForceMouselook();
2005 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2006 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2007
2008 if (m_physicsActor != null)
2009 {
2010 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2011 // We can remove the physicsActor until they stand up.
2012 m_sitAvatarHeight = m_physicsActor.Size.Z;
2013 if (autopilot)
2014 { // its not a scripted sit
2015// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2016 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2017 {
2018 autopilot = false; // close enough
2019 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2020 Not using the part's position because returning the AV to the last known standing
2021 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2022 RemoveFromPhysicalScene();
1808 } 2023 Velocity = Vector3.Zero;
2024 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2025 } // else the autopilot will get us close
2026 }
2027 else
2028 { // its a scripted sit
2029 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2030 I *am* using the part's position this time because we have no real idea how far away
2031 the avatar is from the sit target. */
2032 RemoveFromPhysicalScene();
2033 Velocity = Vector3.Zero;
1809 } 2034 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2035 }
1815 2036 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2037
1817 m_requestedSitTargetUUID = targetID; 2038 Vector3 offsetr; // = offset * partIRot;
2039 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2040 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2041 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2042 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2043 //offsetr = offset * partIRot;
2044//
2045 // else
2046 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2047 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2048 // (offset * partRot);
2049 // }
2050
2051//Console.WriteLine(" ");
2052//Console.WriteLine("link number ={0}", part.LinkNum);
2053//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2054//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2055//Console.WriteLine("Click offst ={0}", offset);
2056//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2057//Console.WriteLine("offsetr ={0}", offsetr);
2058//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2059//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2060
2061 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2062 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2063
2064 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2065 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2066 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2067 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2068 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2069 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2070 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2071 m_sitAtAutoTarget = autopilot;
2072 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2073 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2074 HandleAgentSit(remoteClient, UUID);
1827 } 2075 }
@@ -2116,47 +2364,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2364 {
2117 if (part != null) 2365 if (part != null)
2118 { 2366 {
2367//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2368 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2369 {
2370//Console.WriteLine("Scripted Sit");
2371 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2372 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2373 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2374 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2375 m_pos += SIT_TARGET_ADJUSTMENT;
2376 if (!part.IsRoot)
2377 {
2378 m_pos *= part.RotationOffset;
2379 }
2131 m_bodyRot = sitTargetOrient; 2380 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2381 m_parentPosition = part.AbsolutePosition;
2134 2382 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2383 part.ParentGroup.AddAvatar(agentID);
2136 } 2384 }
2137 else 2385 else
2138 { 2386 {
2139 m_pos -= part.AbsolutePosition; 2387 // if m_avUnscriptedSitPos is zero then Av sits above center
2388 // Else Av sits at m_avUnscriptedSitPos
2389
2390 // Non-scripted sit by Kitto Flora 21Nov09
2391 // Calculate angle of line from prim to Av
2392 Quaternion partIRot;
2393// if (part.LinkNum == 1)
2394// { // Root prim of linkset
2395// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2396// }
2397// else
2398// { // single or child prim
2399 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2400// }
2401 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2402 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2403 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2404 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2405 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2406 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2407 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2408 // Av sits at world euler <0,0, z>, translated by part rotation
2409 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2410
2140 m_parentPosition = part.AbsolutePosition; 2411 m_parentPosition = part.AbsolutePosition;
2141 } 2412 part.IsOccupied = true;
2413 part.ParentGroup.AddAvatar(agentID);
2414 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2415 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2416 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2417 m_avUnscriptedSitPos; // adds click offset, if any
2418 //Set up raytrace to find top surface of prim
2419 Vector3 size = part.Scale;
2420 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2421 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2422 Vector3 down = new Vector3(0f, 0f, -1f);
2423//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2424 m_scene.PhysicsScene.RaycastWorld(
2425 start, // Vector3 position,
2426 down, // Vector3 direction,
2427 mag, // float length,
2428 SitAltitudeCallback); // retMethod
2429 } // end scripted/not
2142 } 2430 }
2143 else 2431 else // no Av
2144 { 2432 {
2145 return; 2433 return;
2146 } 2434 }
2147 } 2435 }
2148 m_parentID = m_requestedSitTargetID;
2149 2436
2437 //We want our offsets to reference the root prim, not the child we may have sat on
2438 if (!part.IsRoot)
2439 {
2440 m_parentID = part.ParentGroup.RootPart.LocalId;
2441 m_pos += part.OffsetPosition;
2442 }
2443 else
2444 {
2445 m_parentID = m_requestedSitTargetID;
2446 }
2447
2448 m_linkedPrim = part.UUID;
2449 if (part.GetAvatarOnSitTarget() != UUID)
2450 {
2451 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2452 }
2150 Velocity = Vector3.Zero; 2453 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2454 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2455 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2456 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2457 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2458 }
2459
2460 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2461 {
2462 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2463 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2464 if(hitYN)
2465 {
2466 // m_pos = Av offset from prim center to make look like on center
2467 // m_parentPosition = Actual center pos of prim
2468 // collisionPoint = spot on prim where we want to sit
2469 // collisionPoint.Z = global sit surface height
2470 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2471 Quaternion partIRot;
2472// if (part.LinkNum == 1)
2473/// { // Root prim of linkset
2474// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2475// }
2476// else
2477// { // single or child prim
2478 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2479// }
2480 if (m_initialSitTarget != null)
2481 {
2482 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2483 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2484 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2485 m_pos += offset;
2486 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2487 }
2488
2489 }
2490 } // End SitAltitudeCallback KF.
2160 2491
2161 /// <summary> 2492 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2493 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2517 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2518 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2519 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2520 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2521 {
2191 if (m_isChildAgent) 2522 if (m_isChildAgent)
2192 { 2523 {
@@ -2227,10 +2558,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2558 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2559 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2560 direc.Normalize();
2561 PhysicsActor actor = m_physicsActor;
2562 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2563
2231 direc *= 0.03f * 128f * m_speedModifier; 2564 direc *= 0.03f * 128f * m_speedModifier;
2232 2565
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2566 if (actor != null)
2235 { 2567 {
2236 if (actor.Flying) 2568 if (actor.Flying)
@@ -2252,18 +2584,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2584 {
2253 if (direc.Z > 2.0f) 2585 if (direc.Z > 2.0f)
2254 { 2586 {
2255 direc.Z *= 3.0f; 2587 if(m_animator.m_animTickJump == -1)
2256 2588 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2589 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2590 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2591 else
2592 {
2593 direc.Z *= 0.1f; // prejump
2594 }
2595 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2596 Animator.TrySetMovementAnimation("PREJUMP");
2597 Animator.TrySetMovementAnimation("JUMP");
2598 */
2260 } 2599 }
2261 } 2600 }
2262 } 2601 }
2263 2602
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2603 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2604 m_forceToApply = direc;
2266 2605 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2606 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2607 }
2269 2608
@@ -2278,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2617 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2618 //const int TIME_MS_TOLERANCE = 3000;
2280 2619
2281 SendPrimUpdates(); 2620
2282 2621
2283 if (m_isChildAgent == false) 2622 if (m_isChildAgent == false)
2284 { 2623 {
@@ -2308,6 +2647,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2647 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2648 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2649 }
2650
2651 //Sending prim updates AFTER the avatar terse updates are sent
2652 SendPrimUpdates();
2311 } 2653 }
2312 2654
2313 #endregion 2655 #endregion
@@ -3092,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3093 3435
3094 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3095 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3440 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3545,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3545 {
3203 if (m_forceToApply.HasValue) 3546 if (m_forceToApply.HasValue)
3204 { 3547 {
3205 Vector3 force = m_forceToApply.Value;
3206 3548
3549 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3550 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3551 Velocity = force;
3210 3552
3211 m_forceToApply = null; 3553 m_forceToApply = null;
3212 } 3554 }
3555 else
3556 {
3557 if (m_isNudging)
3558 {
3559 Vector3 force = Vector3.Zero;
3560
3561 m_updateflag = true;
3562 Velocity = force;
3563 m_isNudging = false;
3564 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3565 }
3566 }
3213 } 3567 }
3214 3568
3215 /// <summary> 3569 /// <summary>
@@ -3255,18 +3609,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3609 {
3256 if (e == null) 3610 if (e == null)
3257 return; 3611 return;
3258 3612
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3613 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3614 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3615 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3616 {
3617 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3618 { // else its will lock out other animation changes, like ground sit.
3619 Animator.UpdateMovementAnimations();
3620 m_updateCount--;
3621 }
3622 }
3264 3623
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3624 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3625 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3626
3268 CollisionPlane = Vector4.UnitW; 3627 CollisionPlane = Vector4.UnitW;
3269 3628
3629 if (m_lastColCount != coldata.Count)
3630 {
3631 m_updateCount = UPDATE_COUNT;
3632 m_lastColCount = coldata.Count;
3633 }
3634
3270 if (coldata.Count != 0 && Animator != null) 3635 if (coldata.Count != 0 && Animator != null)
3271 { 3636 {
3272 switch (Animator.CurrentMovementAnimation) 3637 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3661,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3661 }
3297 } 3662 }
3298 3663
3664 List<uint> thisHitColliders = new List<uint>();
3665 List<uint> endedColliders = new List<uint>();
3666 List<uint> startedColliders = new List<uint>();
3667
3668 foreach (uint localid in coldata.Keys)
3669 {
3670 thisHitColliders.Add(localid);
3671 if (!m_lastColliders.Contains(localid))
3672 {
3673 startedColliders.Add(localid);
3674 }
3675 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3676 }
3677
3678 // calculate things that ended colliding
3679 foreach (uint localID in m_lastColliders)
3680 {
3681 if (!thisHitColliders.Contains(localID))
3682 {
3683 endedColliders.Add(localID);
3684 }
3685 }
3686 //add the items that started colliding this time to the last colliders list.
3687 foreach (uint localID in startedColliders)
3688 {
3689 m_lastColliders.Add(localID);
3690 }
3691 // remove things that ended colliding from the last colliders list
3692 foreach (uint localID in endedColliders)
3693 {
3694 m_lastColliders.Remove(localID);
3695 }
3696
3697 // do event notification
3698 if (startedColliders.Count > 0)
3699 {
3700 ColliderArgs StartCollidingMessage = new ColliderArgs();
3701 List<DetectedObject> colliding = new List<DetectedObject>();
3702 foreach (uint localId in startedColliders)
3703 {
3704 if (localId == 0)
3705 continue;
3706
3707 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3708 string data = "";
3709 if (obj != null)
3710 {
3711 DetectedObject detobj = new DetectedObject();
3712 detobj.keyUUID = obj.UUID;
3713 detobj.nameStr = obj.Name;
3714 detobj.ownerUUID = obj.OwnerID;
3715 detobj.posVector = obj.AbsolutePosition;
3716 detobj.rotQuat = obj.GetWorldRotation();
3717 detobj.velVector = obj.Velocity;
3718 detobj.colliderType = 0;
3719 detobj.groupUUID = obj.GroupID;
3720 colliding.Add(detobj);
3721 }
3722 }
3723
3724 if (colliding.Count > 0)
3725 {
3726 StartCollidingMessage.Colliders = colliding;
3727
3728 foreach (SceneObjectGroup att in Attachments)
3729 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3730 }
3731 }
3732
3733 if (endedColliders.Count > 0)
3734 {
3735 ColliderArgs EndCollidingMessage = new ColliderArgs();
3736 List<DetectedObject> colliding = new List<DetectedObject>();
3737 foreach (uint localId in endedColliders)
3738 {
3739 if (localId == 0)
3740 continue;
3741
3742 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3743 string data = "";
3744 if (obj != null)
3745 {
3746 DetectedObject detobj = new DetectedObject();
3747 detobj.keyUUID = obj.UUID;
3748 detobj.nameStr = obj.Name;
3749 detobj.ownerUUID = obj.OwnerID;
3750 detobj.posVector = obj.AbsolutePosition;
3751 detobj.rotQuat = obj.GetWorldRotation();
3752 detobj.velVector = obj.Velocity;
3753 detobj.colliderType = 0;
3754 detobj.groupUUID = obj.GroupID;
3755 colliding.Add(detobj);
3756 }
3757 }
3758
3759 if (colliding.Count > 0)
3760 {
3761 EndCollidingMessage.Colliders = colliding;
3762
3763 foreach (SceneObjectGroup att in Attachments)
3764 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3765 }
3766 }
3767
3768 if (thisHitColliders.Count > 0)
3769 {
3770 ColliderArgs CollidingMessage = new ColliderArgs();
3771 List<DetectedObject> colliding = new List<DetectedObject>();
3772 foreach (uint localId in thisHitColliders)
3773 {
3774 if (localId == 0)
3775 continue;
3776
3777 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3778 string data = "";
3779 if (obj != null)
3780 {
3781 DetectedObject detobj = new DetectedObject();
3782 detobj.keyUUID = obj.UUID;
3783 detobj.nameStr = obj.Name;
3784 detobj.ownerUUID = obj.OwnerID;
3785 detobj.posVector = obj.AbsolutePosition;
3786 detobj.rotQuat = obj.GetWorldRotation();
3787 detobj.velVector = obj.Velocity;
3788 detobj.colliderType = 0;
3789 detobj.groupUUID = obj.GroupID;
3790 colliding.Add(detobj);
3791 }
3792 }
3793
3794 if (colliding.Count > 0)
3795 {
3796 CollidingMessage.Colliders = colliding;
3797
3798 lock (m_attachments)
3799 {
3800 foreach (SceneObjectGroup att in m_attachments)
3801 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3802 }
3803 }
3804 }
3805
3299 if (m_invulnerable) 3806 if (m_invulnerable)
3300 return; 3807 return;
3301 3808
@@ -3470,7 +3977,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3977 m_scene = scene;
3471 3978
3472 RegisterToEvents(); 3979 RegisterToEvents();
3473 3980 if (m_controllingClient != null)
3981 {
3982 m_controllingClient.ProcessPendingPackets();
3983 }
3474 /* 3984 /*
3475 AbsolutePosition = client.StartPos; 3985 AbsolutePosition = client.StartPos;
3476 3986
@@ -3700,6 +4210,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4210 return;
3701 } 4211 }
3702 4212
4213 XmlDocument doc = new XmlDocument();
4214 string stateData = String.Empty;
4215
4216 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4217 if (attServ != null)
4218 {
4219 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4220 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4221 if (stateData != String.Empty)
4222 {
4223 try
4224 {
4225 doc.LoadXml(stateData);
4226 }
4227 catch { }
4228 }
4229 }
4230
4231 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4232
4233 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4234 if (nodes.Count > 0)
4235 {
4236 foreach (XmlNode n in nodes)
4237 {
4238 XmlElement elem = (XmlElement)n;
4239 string itemID = elem.GetAttribute("ItemID");
4240 string xml = elem.InnerXml;
4241
4242 itemData[new UUID(itemID)] = xml;
4243 }
4244 }
4245
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4246 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4247 foreach (int p in attPoints)
3705 { 4248 {
@@ -3719,9 +4262,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4262
3720 try 4263 try
3721 { 4264 {
3722 // Rez from inventory 4265 string xmlData;
3723 UUID asset 4266 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4267 UUID asset;
4268 if (itemData.TryGetValue(itemID, out xmlData))
4269 {
4270 d.LoadXml(xmlData);
4271 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4272
4273 // Rez from inventory
4274 asset
4275 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4276
4277 }
4278 else
4279 {
4280 // Rez from inventory (with a null doc to let
4281 // CHANGED_OWNER happen)
4282 asset
4283 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4284 }
3725 4285
3726 m_log.InfoFormat( 4286 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4287 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4318,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4318 m_reprioritization_called = false;
3759 } 4319 }
3760 } 4320 }
4321
4322 private Vector3 Quat2Euler(Quaternion rot){
4323 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4324 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4325 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4326 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4327 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4328 return(new Vector3(x,y,z));
4329 }
4330
4331
3761 } 4332 }
3762} 4333}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249