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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs710
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs348
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs700
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs251
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1438
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1731
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1072
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs135
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 7431 insertions, 2354 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e92a087..65c279e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -134,6 +135,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
134 SendAnimPack(); 135 SendAnimPack();
135 } 136 }
136 137
138 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
139 {
140 if (m_scenePresence.IsChildAgent)
141 return;
142
143 if (animID != UUID.Zero)
144 {
145 if (addRemove)
146 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
147 else
148 m_animations.Remove(animID, true);
149 }
150 if(sendPack)
151 SendAnimPack();
152 }
153
137 // Called from scripts 154 // Called from scripts
138 public void RemoveAnimation(string name) 155 public void RemoveAnimation(string name)
139 { 156 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 9ee1520..052a05e 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -829,6 +830,10 @@ namespace OpenSim.Region.Framework.Scenes
829 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 830 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
830 public event GetScriptRunning OnGetScriptRunning; 831 public event GetScriptRunning OnGetScriptRunning;
831 832
833 public delegate void ThrottleUpdate(ScenePresence scenePresence);
834
835 public event ThrottleUpdate OnThrottleUpdate;
836
832 /// <summary> 837 /// <summary>
833 /// RegisterCapsEvent is called by Scene after the Caps object 838 /// RegisterCapsEvent is called by Scene after the Caps object
834 /// has been instantiated and before it is return to the 839 /// has been instantiated and before it is return to the
@@ -1410,6 +1415,26 @@ namespace OpenSim.Region.Framework.Scenes
1410 } 1415 }
1411 } 1416 }
1412 } 1417 }
1418 public void TriggerTerrainUpdate()
1419 {
1420 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1421 if (handlerTerrainUpdate != null)
1422 {
1423 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1424 {
1425 try
1426 {
1427 d();
1428 }
1429 catch (Exception e)
1430 {
1431 m_log.ErrorFormat(
1432 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1433 e.Message, e.StackTrace);
1434 }
1435 }
1436 }
1437 }
1413 1438
1414 public void TriggerTerrainTick() 1439 public void TriggerTerrainTick()
1415 { 1440 {
@@ -1700,6 +1725,7 @@ namespace OpenSim.Region.Framework.Scenes
1700 m_log.ErrorFormat( 1725 m_log.ErrorFormat(
1701 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1726 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1702 e.Message, e.StackTrace); 1727 e.Message, e.StackTrace);
1728 m_log.ErrorFormat(Environment.StackTrace);
1703 } 1729 }
1704 } 1730 }
1705 } 1731 }
@@ -2978,6 +3004,7 @@ namespace OpenSim.Region.Framework.Scenes
2978 { 3004 {
2979 foreach (Action<Scene> d in handler.GetInvocationList()) 3005 foreach (Action<Scene> d in handler.GetInvocationList())
2980 { 3006 {
3007 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
2981 try 3008 try
2982 { 3009 {
2983 d(s); 3010 d(s);
@@ -2990,6 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes
2990 } 3017 }
2991 } 3018 }
2992 } 3019 }
3020 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
2993 } 3021 }
2994 3022
2995 public void TriggerOnRegionStarted(Scene scene) 3023 public void TriggerOnRegionStarted(Scene scene)
@@ -3159,5 +3187,14 @@ namespace OpenSim.Region.Framework.Scenes
3159 } 3187 }
3160 } 3188 }
3161 } 3189 }
3190
3191 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3192 {
3193 ThrottleUpdate handler = OnThrottleUpdate;
3194 if (handler != null)
3195 {
3196 handler(scenePresence);
3197 }
3198 }
3162 } 3199 }
3163} 3200}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..5a1fd13
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,710 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 public static class KeyframeTimer
26 {
27 private static Timer m_timer;
28 private static Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
29 private static object m_lockObject = new object();
30 private static object m_timerLock = new object();
31 public const double timerInterval = 50.0;
32
33 static KeyframeTimer()
34 {
35 m_timer = new Timer();
36 m_timer.Interval = timerInterval;
37 m_timer.AutoReset = true;
38 m_timer.Elapsed += OnTimer;
39
40 m_timer.Start();
41 }
42
43 private static void OnTimer(object sender, ElapsedEventArgs ea)
44 {
45 if (!Monitor.TryEnter(m_timerLock))
46 return;
47
48 try
49 {
50 List<KeyframeMotion> motions;
51
52 lock (m_lockObject)
53 {
54 motions = new List<KeyframeMotion>(m_motions.Keys);
55 }
56
57 foreach (KeyframeMotion m in motions)
58 {
59 try
60 {
61 m.OnTimer();
62 }
63 catch (Exception inner)
64 {
65 // Don't stop processing
66 }
67 }
68 }
69 catch (Exception e)
70 {
71 // Keep running no matter what
72 }
73 finally
74 {
75 Monitor.Exit(m_timerLock);
76 }
77 }
78
79 public static void Add(KeyframeMotion motion)
80 {
81 lock (m_lockObject)
82 {
83 m_motions[motion] = null;
84 }
85 }
86
87 public static void Remove(KeyframeMotion motion)
88 {
89 lock (m_lockObject)
90 {
91 m_motions.Remove(motion);
92 }
93 }
94 }
95
96 [Serializable]
97 public class KeyframeMotion
98 {
99 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
100
101 public enum PlayMode : int
102 {
103 Forward = 0,
104 Reverse = 1,
105 Loop = 2,
106 PingPong = 3
107 };
108
109 [Flags]
110 public enum DataFormat : int
111 {
112 Translation = 2,
113 Rotation = 1
114 }
115
116 [Serializable]
117 public struct Keyframe
118 {
119 public Vector3? Position;
120 public Quaternion? Rotation;
121 public Quaternion StartRotation;
122 public int TimeMS;
123 public int TimeTotal;
124 public Vector3 AngularVelocity;
125 };
126
127 private Vector3 m_serializedPosition;
128 private Vector3 m_basePosition;
129 private Quaternion m_baseRotation;
130
131 private Keyframe m_currentFrame;
132
133 private List<Keyframe> m_frames = new List<Keyframe>();
134
135 private Keyframe[] m_keyframes;
136
137 // skip timer events.
138 //timer.stop doesn't assure there aren't event threads still being fired
139 [NonSerialized()]
140 private bool m_timerStopped;
141
142 [NonSerialized()]
143 private bool m_isCrossing;
144
145 [NonSerialized()]
146 private bool m_waitingCrossing;
147
148 // retry position for cross fail
149 [NonSerialized()]
150 private Vector3 m_nextPosition;
151
152 [NonSerialized()]
153 private SceneObjectGroup m_group;
154
155 private PlayMode m_mode = PlayMode.Forward;
156 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
157
158 private bool m_running = false;
159 [NonSerialized()]
160 private bool m_selected = false;
161
162 private int m_iterations = 0;
163
164 private int m_skipLoops = 0;
165
166 public DataFormat Data
167 {
168 get { return m_data; }
169 }
170
171 public bool Selected
172 {
173 set
174 {
175 if (m_group != null)
176 {
177 if (!value)
178 {
179 // Once we're let go, recompute positions
180 if (m_selected)
181 UpdateSceneObject(m_group);
182 }
183 else
184 {
185 // Save selection position in case we get moved
186 if (!m_selected)
187 {
188 StopTimer();
189 m_serializedPosition = m_group.AbsolutePosition;
190 }
191 }
192 }
193 m_isCrossing = false;
194 m_waitingCrossing = false;
195 m_selected = value;
196 }
197 }
198
199 private void StartTimer()
200 {
201 KeyframeTimer.Add(this);
202 m_timerStopped = false;
203 }
204
205 private void StopTimer()
206 {
207 m_timerStopped = true;
208 KeyframeTimer.Remove(this);
209 }
210
211 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
212 {
213 KeyframeMotion newMotion = null;
214
215 try
216 {
217 MemoryStream ms = new MemoryStream(data);
218 BinaryFormatter fmt = new BinaryFormatter();
219
220 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
221
222 newMotion.m_group = grp;
223
224 if (grp != null && grp.IsSelected)
225 newMotion.m_selected = true;
226
227 newMotion.m_timerStopped = false;
228 newMotion.m_isCrossing = false;
229 newMotion.m_waitingCrossing = false;
230 }
231 catch
232 {
233 newMotion = null;
234 }
235
236 return newMotion;
237 }
238
239 public void UpdateSceneObject(SceneObjectGroup grp)
240 {
241 m_isCrossing = false;
242 m_waitingCrossing = false;
243 StopTimer();
244
245 if (grp == null)
246 return;
247
248 m_group = grp;
249 Vector3 grppos = grp.AbsolutePosition;
250 Vector3 offset = grppos - m_serializedPosition;
251 // avoid doing it more than once
252 // current this will happen draging a prim to other region
253 m_serializedPosition = grppos;
254
255 m_basePosition += offset;
256 m_currentFrame.Position += offset;
257
258 m_nextPosition += offset;
259
260 for (int i = 0; i < m_frames.Count; i++)
261 {
262 Keyframe k = m_frames[i];
263 k.Position += offset;
264 m_frames[i]=k;
265 }
266
267 if (m_running)
268 Start();
269 }
270
271 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
272 {
273 m_mode = mode;
274 m_data = data;
275
276 m_group = grp;
277 if (grp != null)
278 {
279 m_basePosition = grp.AbsolutePosition;
280 m_baseRotation = grp.GroupRotation;
281 }
282
283 m_timerStopped = true;
284 m_isCrossing = false;
285 m_waitingCrossing = false;
286 }
287
288 public void SetKeyframes(Keyframe[] frames)
289 {
290 m_keyframes = frames;
291 }
292
293 public KeyframeMotion Copy(SceneObjectGroup newgrp)
294 {
295 StopTimer();
296
297 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
298
299 newmotion.m_group = newgrp;
300
301 if (m_keyframes != null)
302 {
303 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
304 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
305 }
306
307 newmotion.m_frames = new List<Keyframe>(m_frames);
308
309 newmotion.m_basePosition = m_basePosition;
310 newmotion.m_baseRotation = m_baseRotation;
311
312 if (m_selected)
313 newmotion.m_serializedPosition = m_serializedPosition;
314 else
315 {
316 if (m_group != null)
317 newmotion.m_serializedPosition = m_group.AbsolutePosition;
318 else
319 newmotion.m_serializedPosition = m_serializedPosition;
320 }
321
322 newmotion.m_currentFrame = m_currentFrame;
323
324 newmotion.m_iterations = m_iterations;
325 newmotion.m_running = m_running;
326
327 if (m_running && !m_waitingCrossing)
328 StartTimer();
329
330 return newmotion;
331 }
332
333 public void Delete()
334 {
335 m_running = false;
336 StopTimer();
337 m_isCrossing = false;
338 m_waitingCrossing = false;
339 m_frames.Clear();
340 m_keyframes = null;
341 }
342
343 public void Start()
344 {
345 m_isCrossing = false;
346 m_waitingCrossing = false;
347 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
348 {
349 StartTimer();
350 m_running = true;
351 }
352 else
353 {
354 m_running = false;
355 StopTimer();
356 }
357 }
358
359 public void Stop()
360 {
361 m_running = false;
362 m_isCrossing = false;
363 m_waitingCrossing = false;
364
365 StopTimer();
366
367 m_basePosition = m_group.AbsolutePosition;
368 m_baseRotation = m_group.GroupRotation;
369
370 m_group.RootPart.Velocity = Vector3.Zero;
371 m_group.RootPart.AngularVelocity = Vector3.Zero;
372 m_group.SendGroupRootTerseUpdate();
373// m_group.RootPart.ScheduleTerseUpdate();
374 m_frames.Clear();
375 }
376
377 public void Pause()
378 {
379 m_running = false;
380 StopTimer();
381
382 m_group.RootPart.Velocity = Vector3.Zero;
383 m_group.RootPart.AngularVelocity = Vector3.Zero;
384 m_group.SendGroupRootTerseUpdate();
385// m_group.RootPart.ScheduleTerseUpdate();
386
387 }
388
389 private void GetNextList()
390 {
391 m_frames.Clear();
392 Vector3 pos = m_basePosition;
393 Quaternion rot = m_baseRotation;
394
395 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
396 {
397 int direction = 1;
398 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
399 direction = -1;
400
401 int start = 0;
402 int end = m_keyframes.Length;
403
404 if (direction < 0)
405 {
406 start = m_keyframes.Length - 1;
407 end = -1;
408 }
409
410 for (int i = start; i != end ; i += direction)
411 {
412 Keyframe k = m_keyframes[i];
413
414 if (k.Position.HasValue)
415 {
416 k.Position = (k.Position * direction);
417// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
418 k.Position += pos;
419 }
420 else
421 {
422 k.Position = pos;
423// k.Velocity = Vector3.Zero;
424 }
425
426 k.StartRotation = rot;
427 if (k.Rotation.HasValue)
428 {
429 if (direction == -1)
430 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
431 k.Rotation = rot * k.Rotation;
432 }
433 else
434 {
435 k.Rotation = rot;
436 }
437
438/* ang vel not in use for now
439
440 float angle = 0;
441
442 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
443 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
444 float aa_bb = aa * bb;
445
446 if (aa_bb == 0)
447 {
448 angle = 0;
449 }
450 else
451 {
452 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
453 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
454 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
455 k.StartRotation.W * ((Quaternion)k.Rotation).W;
456 float q = (ab * ab) / aa_bb;
457
458 if (q > 1.0f)
459 {
460 angle = 0;
461 }
462 else
463 {
464 angle = (float)Math.Acos(2 * q - 1);
465 }
466 }
467
468 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
469 */
470 k.TimeTotal = k.TimeMS;
471
472 m_frames.Add(k);
473
474 pos = (Vector3)k.Position;
475 rot = (Quaternion)k.Rotation;
476 }
477
478 m_basePosition = pos;
479 m_baseRotation = rot;
480
481 m_iterations++;
482 }
483 }
484
485 public void OnTimer()
486 {
487 if (m_skipLoops > 0)
488 {
489 m_skipLoops--;
490 return;
491 }
492
493 if (m_timerStopped) // trap events still in air even after a timer.stop
494 return;
495
496 if (m_group == null)
497 return;
498
499 bool update = false;
500
501 if (m_selected)
502 {
503 if (m_group.RootPart.Velocity != Vector3.Zero)
504 {
505 m_group.RootPart.Velocity = Vector3.Zero;
506 m_group.SendGroupRootTerseUpdate();
507
508 }
509 return;
510 }
511
512 if (m_isCrossing)
513 {
514 // if crossing and timer running then cross failed
515 // wait some time then
516 // retry to set the position that evtually caused the outbound
517 // if still outside region this will call startCrossing below
518 m_isCrossing = false;
519 m_group.AbsolutePosition = m_nextPosition;
520 if (!m_isCrossing)
521 {
522 StopTimer();
523 StartTimer();
524 }
525 return;
526 }
527
528 if (m_frames.Count == 0)
529 {
530 GetNextList();
531
532 if (m_frames.Count == 0)
533 {
534 Stop();
535 Scene scene = m_group.Scene;
536
537 IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
538 foreach (IScriptModule m in scriptModules)
539 {
540 if (m == null)
541 continue;
542 m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
543 }
544
545 return;
546 }
547
548 m_currentFrame = m_frames[0];
549 m_currentFrame.TimeMS += (int)KeyframeTimer.timerInterval;
550
551 //force a update on a keyframe transition
552 update = true;
553 }
554
555 m_currentFrame.TimeMS -= (int)KeyframeTimer.timerInterval;
556
557 // Do the frame processing
558 double steps = (double)m_currentFrame.TimeMS / KeyframeTimer.timerInterval;
559
560 if (steps <= 0.0)
561 {
562 m_group.RootPart.Velocity = Vector3.Zero;
563 m_group.RootPart.AngularVelocity = Vector3.Zero;
564
565 m_nextPosition = (Vector3)m_currentFrame.Position;
566 m_group.AbsolutePosition = m_nextPosition;
567
568 // we are sending imediate updates, no doing force a extra terseUpdate
569 // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
570
571 m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
572 m_frames.RemoveAt(0);
573 if (m_frames.Count > 0)
574 m_currentFrame = m_frames[0];
575
576 update = true;
577 }
578 else
579 {
580 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
581
582 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
583 Vector3 motionThisFrame = v / (float)steps;
584 v = v * 1000 / m_currentFrame.TimeMS;
585
586 if (Vector3.Mag(motionThisFrame) >= 0.05f)
587 {
588 // m_group.AbsolutePosition += motionThisFrame;
589 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
590 m_group.AbsolutePosition = m_nextPosition;
591
592 m_group.RootPart.Velocity = v;
593 update = true;
594 }
595
596 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
597 {
598 Quaternion current = m_group.GroupRotation;
599
600 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
601 step.Normalize();
602/* use simpler change detection
603* float angle = 0;
604
605 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
606 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
607 float aa_bb = aa * bb;
608
609 if (aa_bb == 0)
610 {
611 angle = 0;
612 }
613 else
614 {
615 float ab = current.X * step.X +
616 current.Y * step.Y +
617 current.Z * step.Z +
618 current.W * step.W;
619 float q = (ab * ab) / aa_bb;
620
621 if (q > 1.0f)
622 {
623 angle = 0;
624 }
625 else
626 {
627 angle = (float)Math.Acos(2 * q - 1);
628 }
629 }
630
631 if (angle > 0.01f)
632*/
633 if(Math.Abs(step.X - current.X) > 0.001f
634 || Math.Abs(step.Y - current.Y) > 0.001f
635 || Math.Abs(step.Z - current.Z) > 0.001f)
636 // assuming w is a dependente var
637
638 {
639// m_group.UpdateGroupRotationR(step);
640 m_group.RootPart.RotationOffset = step;
641
642 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
643 update = true;
644 }
645 }
646 }
647
648 if (update)
649 {
650 m_group.SendGroupRootTerseUpdate();
651 }
652 }
653
654 public Byte[] Serialize()
655 {
656 StopTimer();
657 MemoryStream ms = new MemoryStream();
658
659 BinaryFormatter fmt = new BinaryFormatter();
660 SceneObjectGroup tmp = m_group;
661 m_group = null;
662 if (!m_selected && tmp != null)
663 m_serializedPosition = tmp.AbsolutePosition;
664 fmt.Serialize(ms, this);
665 m_group = tmp;
666 if (m_running && !m_waitingCrossing)
667 StartTimer();
668
669 return ms.ToArray();
670 }
671
672 public void StartCrossingCheck()
673 {
674 // timer will be restart by crossingFailure
675 // or never since crossing worked and this
676 // should be deleted
677 StopTimer();
678
679 m_isCrossing = true;
680 m_waitingCrossing = true;
681
682 // to remove / retune to smoth crossings
683 if (m_group.RootPart.Velocity != Vector3.Zero)
684 {
685 m_group.RootPart.Velocity = Vector3.Zero;
686 m_group.SendGroupRootTerseUpdate();
687// m_group.RootPart.ScheduleTerseUpdate();
688 }
689 }
690
691 public void CrossingFailure()
692 {
693 m_waitingCrossing = false;
694
695 if (m_group != null)
696 {
697 m_group.RootPart.Velocity = Vector3.Zero;
698 m_group.SendGroupRootTerseUpdate();
699// m_group.RootPart.ScheduleTerseUpdate();
700
701 if (m_running)
702 {
703 StopTimer();
704 m_skipLoops = 1200; // 60 seconds
705 StartTimer();
706 }
707 }
708 }
709 }
710}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6808017..a9e1fc2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -407,6 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
407 if (item.Owner != remoteClient.AgentId) 401 if (item.Owner != remoteClient.AgentId)
408 return; 402 return;
409 403
404 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
410 item.Name = itemUpd.Name; 405 item.Name = itemUpd.Name;
411 item.Description = itemUpd.Description; 406 item.Description = itemUpd.Description;
412 407
@@ -794,6 +789,8 @@ namespace OpenSim.Region.Framework.Scenes
794 return; 789 return;
795 } 790 }
796 791
792 if (newName == null) newName = item.Name;
793
797 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 794 AssetBase asset = AssetService.Get(item.AssetID.ToString());
798 795
799 if (asset != null) 796 if (asset != null)
@@ -854,6 +851,24 @@ namespace OpenSim.Region.Framework.Scenes
854 } 851 }
855 852
856 /// <summary> 853 /// <summary>
854 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
855 /// </summary>
856 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
857 {
858 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
859 foreach (InventoryItemBase b in items)
860 {
861 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
862 InventoryItemBase n = InventoryService.GetItem(b);
863 n.Folder = destfolder;
864 moveitems.Add(n);
865 remoteClient.SendInventoryItemCreateUpdate(n, 0);
866 }
867
868 MoveInventoryItem(remoteClient, moveitems);
869 }
870
871 /// <summary>
857 /// Move an item within the agent's inventory. 872 /// Move an item within the agent's inventory.
858 /// </summary> 873 /// </summary>
859 /// <param name="remoteClient"></param> 874 /// <param name="remoteClient"></param>
@@ -888,11 +903,22 @@ namespace OpenSim.Region.Framework.Scenes
888 public void CreateNewInventoryItem( 903 public void CreateNewInventoryItem(
889 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 904 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
890 string name, string description, uint flags, uint callbackID, 905 string name, string description, uint flags, uint callbackID,
891 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 906 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
892 { 907 {
893 CreateNewInventoryItem( 908 CreateNewInventoryItem(
894 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 909 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
895 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 910 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate, transationID);
911 }
912
913
914 private void CreateNewInventoryItem(
915 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
916 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
917 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
918 {
919 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
920 name, description, flags, callbackID, asset, invType,
921 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
896 } 922 }
897 923
898 /// <summary> 924 /// <summary>
@@ -917,7 +943,7 @@ namespace OpenSim.Region.Framework.Scenes
917 private void CreateNewInventoryItem( 943 private void CreateNewInventoryItem(
918 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 944 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
919 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 945 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
920 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 946 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
921 { 947 {
922 InventoryItemBase item = new InventoryItemBase(); 948 InventoryItemBase item = new InventoryItemBase();
923 item.Owner = remoteClient.AgentId; 949 item.Owner = remoteClient.AgentId;
@@ -940,7 +966,7 @@ namespace OpenSim.Region.Framework.Scenes
940 966
941 if (AddInventoryItem(item)) 967 if (AddInventoryItem(item))
942 { 968 {
943 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 969 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
944 } 970 }
945 else 971 else
946 { 972 {
@@ -1215,6 +1241,10 @@ namespace OpenSim.Region.Framework.Scenes
1215 { 1241 {
1216 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1242 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1217 1243
1244 // Can't move a null item
1245 if (itemId == UUID.Zero)
1246 return;
1247
1218 if (null == part) 1248 if (null == part)
1219 { 1249 {
1220 m_log.WarnFormat( 1250 m_log.WarnFormat(
@@ -1319,21 +1349,28 @@ namespace OpenSim.Region.Framework.Scenes
1319 return; 1349 return;
1320 } 1350 }
1321 1351
1322 if (part.OwnerID != destPart.OwnerID) 1352 // Can't transfer this
1353 //
1354 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1355 return;
1356
1357 bool overrideNoMod = false;
1358 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1359 overrideNoMod = true;
1360
1361 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1323 { 1362 {
1324 // Source must have transfer permissions 1363 // object cannot copy items to an object owned by a different owner
1325 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1364 // unless llAllowInventoryDrop has been called
1326 return;
1327 1365
1328 // Object cannot copy items to an object owned by a different owner 1366 return;
1329 // unless llAllowInventoryDrop has been called on the destination
1330 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1331 return;
1332 } 1367 }
1333 1368
1334 // must have both move and modify permission to put an item in an object 1369 // must have both move and modify permission to put an item in an object
1335 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1370 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1371 {
1336 return; 1372 return;
1373 }
1337 1374
1338 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1375 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1339 1376
@@ -1389,6 +1426,14 @@ namespace OpenSim.Region.Framework.Scenes
1389 1426
1390 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1427 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1391 { 1428 {
1429 SceneObjectPart destPart = GetSceneObjectPart(destID);
1430 if (destPart != null) // Move into a prim
1431 {
1432 foreach(UUID itemID in items)
1433 MoveTaskInventoryItem(destID, host, itemID);
1434 return destID; // Prim folder ID == prim ID
1435 }
1436
1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1437 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1393 1438
1394 UUID newFolderID = UUID.Random(); 1439 UUID newFolderID = UUID.Random();
@@ -1571,12 +1616,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1616 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1572 remoteClient, part, transactionID, currentItem); 1617 remoteClient, part, transactionID, currentItem);
1573 1618
1574 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1619// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1575 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1620// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1576 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1621// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1577 remoteClient.SendAgentAlertMessage("Script saved", false); 1622// remoteClient.SendAgentAlertMessage("Script saved", false);
1578 else 1623// else
1579 remoteClient.SendAgentAlertMessage("Item saved", false); 1624// remoteClient.SendAgentAlertMessage("Item saved", false);
1580 } 1625 }
1581 1626
1582 // Base ALWAYS has move 1627 // Base ALWAYS has move
@@ -1946,23 +1991,32 @@ namespace OpenSim.Region.Framework.Scenes
1946 // build a list of eligible objects 1991 // build a list of eligible objects
1947 List<uint> deleteIDs = new List<uint>(); 1992 List<uint> deleteIDs = new List<uint>();
1948 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1993 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1949 1994 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1950 // Start with true for both, then remove the flags if objects
1951 // that we can't derez are part of the selection
1952 bool permissionToTake = true;
1953 bool permissionToTakeCopy = true;
1954 bool permissionToDelete = true;
1955 1995
1956 foreach (uint localID in localIDs) 1996 foreach (uint localID in localIDs)
1957 { 1997 {
1998 // Start with true for both, then remove the flags if objects
1999 // that we can't derez are part of the selection
2000 bool permissionToTake = true;
2001 bool permissionToTakeCopy = true;
2002 bool permissionToDelete = true;
2003
1958 // Invalid id 2004 // Invalid id
1959 SceneObjectPart part = GetSceneObjectPart(localID); 2005 SceneObjectPart part = GetSceneObjectPart(localID);
1960 if (part == null) 2006 if (part == null)
2007 {
2008 //Client still thinks the object exists, kill it
2009 deleteIDs.Add(localID);
1961 continue; 2010 continue;
2011 }
1962 2012
1963 // Already deleted by someone else 2013 // Already deleted by someone else
1964 if (part.ParentGroup.IsDeleted) 2014 if (part.ParentGroup.IsDeleted)
2015 {
2016 //Client still thinks the object exists, kill it
2017 deleteIDs.Add(localID);
1965 continue; 2018 continue;
2019 }
1966 2020
1967 // Can't delete child prims 2021 // Can't delete child prims
1968 if (part != part.ParentGroup.RootPart) 2022 if (part != part.ParentGroup.RootPart)
@@ -1970,8 +2024,8 @@ namespace OpenSim.Region.Framework.Scenes
1970 2024
1971 SceneObjectGroup grp = part.ParentGroup; 2025 SceneObjectGroup grp = part.ParentGroup;
1972 2026
1973 deleteIDs.Add(localID); 2027 // If child prims have invalid perms, fix them
1974 deleteGroups.Add(grp); 2028 grp.AdjustChildPrimPermissions();
1975 2029
1976 // If child prims have invalid perms, fix them 2030 // If child prims have invalid perms, fix them
1977 grp.AdjustChildPrimPermissions(); 2031 grp.AdjustChildPrimPermissions();
@@ -1992,81 +2046,193 @@ namespace OpenSim.Region.Framework.Scenes
1992 } 2046 }
1993 else 2047 else
1994 { 2048 {
1995 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2049 if (action == DeRezAction.TakeCopy)
2050 {
2051 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2052 permissionToTakeCopy = false;
2053 }
2054 else
2055 {
1996 permissionToTakeCopy = false; 2056 permissionToTakeCopy = false;
1997 2057 }
1998 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2058 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1999 permissionToTake = false; 2059 permissionToTake = false;
2000 2060
2001 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2061 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2002 permissionToDelete = false; 2062 permissionToDelete = false;
2003 } 2063 }
2004 }
2005 2064
2006 // Handle god perms 2065 // Handle god perms
2007 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2066 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2008 { 2067 {
2009 permissionToTake = true; 2068 permissionToTake = true;
2010 permissionToTakeCopy = true; 2069 permissionToTakeCopy = true;
2011 permissionToDelete = true; 2070 permissionToDelete = true;
2012 } 2071 }
2013 2072
2014 // If we're re-saving, we don't even want to delete 2073 // If we're re-saving, we don't even want to delete
2015 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2074 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2016 permissionToDelete = false; 2075 permissionToDelete = false;
2017 2076
2018 // if we want to take a copy, we also don't want to delete 2077 // if we want to take a copy, we also don't want to delete
2019 // Note: after this point, the permissionToTakeCopy flag 2078 // Note: after this point, the permissionToTakeCopy flag
2020 // becomes irrelevant. It already includes the permissionToTake 2079 // becomes irrelevant. It already includes the permissionToTake
2021 // permission and after excluding no copy items here, we can 2080 // permission and after excluding no copy items here, we can
2022 // just use that. 2081 // just use that.
2023 if (action == DeRezAction.TakeCopy) 2082 if (action == DeRezAction.TakeCopy)
2024 { 2083 {
2025 // If we don't have permission, stop right here 2084 // If we don't have permission, stop right here
2026 if (!permissionToTakeCopy) 2085 if (!permissionToTakeCopy)
2027 return; 2086 return;
2028 2087
2029 permissionToTake = true; 2088 permissionToTake = true;
2030 // Don't delete 2089 // Don't delete
2031 permissionToDelete = false; 2090 permissionToDelete = false;
2032 } 2091 }
2033 2092
2034 if (action == DeRezAction.Return) 2093 if (action == DeRezAction.Return)
2035 {
2036 if (remoteClient != null)
2037 { 2094 {
2038 if (Permissions.CanReturnObjects( 2095 if (remoteClient != null)
2039 null,
2040 remoteClient.AgentId,
2041 deleteGroups))
2042 { 2096 {
2043 permissionToTake = true; 2097 if (Permissions.CanReturnObjects(
2044 permissionToDelete = true; 2098 null,
2045 2099 remoteClient.AgentId,
2046 foreach (SceneObjectGroup g in deleteGroups) 2100 new List<SceneObjectGroup>() {grp}))
2047 { 2101 {
2048 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2102 permissionToTake = true;
2103 permissionToDelete = true;
2104
2105 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2049 } 2106 }
2050 } 2107 }
2108 else // Auto return passes through here with null agent
2109 {
2110 permissionToTake = true;
2111 permissionToDelete = true;
2112 }
2051 } 2113 }
2052 else // Auto return passes through here with null agent 2114
2115 if (permissionToTake && (!permissionToDelete))
2116 takeGroups.Add(grp);
2117
2118 if (permissionToDelete)
2053 { 2119 {
2054 permissionToTake = true; 2120 if (permissionToTake)
2055 permissionToDelete = true; 2121 deleteGroups.Add(grp);
2122 deleteIDs.Add(grp.LocalId);
2056 } 2123 }
2057 } 2124 }
2058 2125
2059 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2126 SendKillObject(deleteIDs);
2127
2128 if (deleteGroups.Count > 0)
2060 { 2129 {
2130 foreach (SceneObjectGroup g in deleteGroups)
2131 deleteIDs.Remove(g.LocalId);
2132
2061 m_asyncSceneObjectDeleter.DeleteToInventory( 2133 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, deleteGroups, remoteClient, 2134 action, destinationID, deleteGroups, remoteClient,
2063 permissionToDelete); 2135 true);
2136 }
2137 if (takeGroups.Count > 0)
2138 {
2139 m_asyncSceneObjectDeleter.DeleteToInventory(
2140 action, destinationID, takeGroups, remoteClient,
2141 false);
2064 } 2142 }
2065 else if (permissionToDelete) 2143 if (deleteIDs.Count > 0)
2066 { 2144 {
2067 foreach (SceneObjectGroup g in deleteGroups) 2145 foreach (SceneObjectGroup g in deleteGroups)
2068 DeleteSceneObject(g, false); 2146 DeleteSceneObject(g, true);
2147 }
2148 }
2149
2150 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2151 {
2152 itemID = UUID.Zero;
2153 if (grp != null)
2154 {
2155 Vector3 inventoryStoredPosition = new Vector3
2156 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2157 ? 250
2158 : grp.AbsolutePosition.X)
2159 ,
2160 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2161 ? 250
2162 : grp.AbsolutePosition.X,
2163 grp.AbsolutePosition.Z);
2164
2165 Vector3 originalPosition = grp.AbsolutePosition;
2166
2167 grp.AbsolutePosition = inventoryStoredPosition;
2168
2169 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2170
2171 grp.AbsolutePosition = originalPosition;
2172
2173 AssetBase asset = CreateAsset(
2174 grp.GetPartName(grp.LocalId),
2175 grp.GetPartDescription(grp.LocalId),
2176 (sbyte)AssetType.Object,
2177 Utils.StringToBytes(sceneObjectXml),
2178 remoteClient.AgentId);
2179 AssetService.Store(asset);
2180
2181 InventoryItemBase item = new InventoryItemBase();
2182 item.CreatorId = grp.RootPart.CreatorID.ToString();
2183 item.CreatorData = grp.RootPart.CreatorData;
2184 item.Owner = remoteClient.AgentId;
2185 item.ID = UUID.Random();
2186 item.AssetID = asset.FullID;
2187 item.Description = asset.Description;
2188 item.Name = asset.Name;
2189 item.AssetType = asset.Type;
2190 item.InvType = (int)InventoryType.Object;
2191
2192 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2193 if (folder != null)
2194 item.Folder = folder.ID;
2195 else // oopsies
2196 item.Folder = UUID.Zero;
2197
2198 // Set up base perms properly
2199 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2200 permsBase &= grp.RootPart.BaseMask;
2201 permsBase |= (uint)PermissionMask.Move;
2202
2203 // Make sure we don't lock it
2204 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2205
2206 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2207 {
2208 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2209 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2210 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2211 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2212 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2213 }
2214 else
2215 {
2216 item.BasePermissions = permsBase;
2217 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2218 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2219 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2220 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2221 }
2222 item.CreationDate = Util.UnixTimeSinceEpoch();
2223
2224 // sets itemID so client can show item as 'attached' in inventory
2225 grp.FromItemID = item.ID;
2226
2227 if (AddInventoryItem(item))
2228 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2229 else
2230 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2231
2232 itemID = item.ID;
2233 return item.AssetID;
2069 } 2234 }
2235 return UUID.Zero;
2070 } 2236 }
2071 2237
2072 /// <summary> 2238 /// <summary>
@@ -2196,6 +2362,9 @@ namespace OpenSim.Region.Framework.Scenes
2196 2362
2197 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2363 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2198 { 2364 {
2365 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2366 return;
2367
2199 SceneObjectPart part = GetSceneObjectPart(objectID); 2368 SceneObjectPart part = GetSceneObjectPart(objectID);
2200 if (part == null) 2369 if (part == null)
2201 return; 2370 return;
@@ -2252,7 +2421,10 @@ namespace OpenSim.Region.Framework.Scenes
2252 } 2421 }
2253 else 2422 else
2254 { 2423 {
2255 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2424 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2425 continue;
2426
2427 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2256 continue; 2428 continue;
2257 2429
2258 if (sog.GroupID != groupID) 2430 if (sog.GroupID != groupID)
@@ -2364,6 +2536,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 } 2536 }
2365 2537
2366 m_sceneGraph.LinkObjects(root, children); 2538 m_sceneGraph.LinkObjects(root, children);
2539
2540 ScenePresence sp;
2541 if (TryGetScenePresence(agentId, out sp))
2542 {
2543 root.SendPropertiesToClient(sp.ControllingClient);
2544 }
2367 } 2545 }
2368 2546
2369 private string PermissionString(uint permissions) 2547 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 482235c..b69c1c4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -226,8 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
226 // TODO: need to figure out how allow client agents but deny 226 // TODO: need to figure out how allow client agents but deny
227 // root agents when ACL denies access to root agent 227 // root agents when ACL denies access to root agent
228 public bool m_strictAccessControl = true; 228 public bool m_strictAccessControl = true;
229 229 public bool m_seeIntoBannedRegion = false;
230 public int MaxUndoCount { get; set; } 230 public int MaxUndoCount = 5;
231 231
232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
233 public bool LoginLock = false; 233 public bool LoginLock = false;
@@ -243,11 +243,13 @@ namespace OpenSim.Region.Framework.Scenes
243 243
244 protected int m_splitRegionID; 244 protected int m_splitRegionID;
245 protected Timer m_restartWaitTimer = new Timer(); 245 protected Timer m_restartWaitTimer = new Timer();
246 protected Timer m_timerWatchdog = new Timer();
246 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
247 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
248 protected string m_simulatorVersion = "OpenSimulator Server"; 249 protected string m_simulatorVersion = "OpenSimulator Server";
249 protected AgentCircuitManager m_authenticateHandler; 250 protected AgentCircuitManager m_authenticateHandler;
250 protected SceneCommunicationService m_sceneGridService; 251 protected SceneCommunicationService m_sceneGridService;
252 protected ISnmpModule m_snmpService = null;
251 253
252 protected ISimulationDataService m_SimulationDataService; 254 protected ISimulationDataService m_SimulationDataService;
253 protected IEstateDataService m_EstateDataService; 255 protected IEstateDataService m_EstateDataService;
@@ -310,8 +312,8 @@ namespace OpenSim.Region.Framework.Scenes
310 private int m_update_presences = 1; // Update scene presence movements 312 private int m_update_presences = 1; // Update scene presence movements
311 private int m_update_events = 1; 313 private int m_update_events = 1;
312 private int m_update_backup = 200; 314 private int m_update_backup = 200;
313 private int m_update_terrain = 50; 315 private int m_update_terrain = 1000;
314// private int m_update_land = 1; 316 private int m_update_land = 10;
315 private int m_update_coarse_locations = 50; 317 private int m_update_coarse_locations = 50;
316 318
317 private int agentMS; 319 private int agentMS;
@@ -324,13 +326,13 @@ namespace OpenSim.Region.Framework.Scenes
324 private int backupMS; 326 private int backupMS;
325 private int terrainMS; 327 private int terrainMS;
326 private int landMS; 328 private int landMS;
327 private int spareMS;
328 329
329 /// <summary> 330 /// <summary>
330 /// Tick at which the last frame was processed. 331 /// Tick at which the last frame was processed.
331 /// </summary> 332 /// </summary>
332 private int m_lastFrameTick; 333 private int m_lastFrameTick;
333 334
335 public bool CombineRegions = false;
334 /// <summary> 336 /// <summary>
335 /// Tick at which the last maintenance run occurred. 337 /// Tick at which the last maintenance run occurred.
336 /// </summary> 338 /// </summary>
@@ -350,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
350 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 352 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
351 private volatile bool m_backingup; 353 private volatile bool m_backingup;
352 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 354 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
353 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 355 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
354 356
355 private string m_defaultScriptEngine; 357 private string m_defaultScriptEngine;
356 358
@@ -359,6 +361,11 @@ namespace OpenSim.Region.Framework.Scenes
359 /// </summary> 361 /// </summary>
360 private int m_LastLogin; 362 private int m_LastLogin;
361 363
364 private int m_lastIncoming;
365 private int m_lastOutgoing;
366 private int m_hbRestarts = 0;
367
368
362 /// <summary> 369 /// <summary>
363 /// Thread that runs the scene loop. 370 /// Thread that runs the scene loop.
364 /// </summary> 371 /// </summary>
@@ -399,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
399 private volatile bool m_active; 406 private volatile bool m_active;
400 407
401// private int m_lastUpdate; 408// private int m_lastUpdate;
402// private bool m_firstHeartbeat = true; 409 private bool m_firstHeartbeat = true;
403 410
404 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 411 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
405 private bool m_reprioritizationEnabled = true; 412 private bool m_reprioritizationEnabled = true;
@@ -443,6 +450,19 @@ namespace OpenSim.Region.Framework.Scenes
443 get { return m_sceneGridService; } 450 get { return m_sceneGridService; }
444 } 451 }
445 452
453 public ISnmpModule SnmpService
454 {
455 get
456 {
457 if (m_snmpService == null)
458 {
459 m_snmpService = RequestModuleInterface<ISnmpModule>();
460 }
461
462 return m_snmpService;
463 }
464 }
465
446 public ISimulationDataService SimulationDataService 466 public ISimulationDataService SimulationDataService
447 { 467 {
448 get 468 get
@@ -736,6 +756,8 @@ namespace OpenSim.Region.Framework.Scenes
736 m_SimulationDataService = simDataService; 756 m_SimulationDataService = simDataService;
737 m_EstateDataService = estateDataService; 757 m_EstateDataService = estateDataService;
738 m_regionHandle = RegionInfo.RegionHandle; 758 m_regionHandle = RegionInfo.RegionHandle;
759 m_lastIncoming = 0;
760 m_lastOutgoing = 0;
739 761
740 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 762 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
741 m_asyncSceneObjectDeleter.Enabled = true; 763 m_asyncSceneObjectDeleter.Enabled = true;
@@ -831,7 +853,7 @@ namespace OpenSim.Region.Framework.Scenes
831 853
832 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 854 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
833 855
834 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 856 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
835 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 857 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
836 if (!UseBackup) 858 if (!UseBackup)
837 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 859 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -839,10 +861,8 @@ namespace OpenSim.Region.Framework.Scenes
839 //Animation states 861 //Animation states
840 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 862 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
841 863
842 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 864 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
843 865 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
844 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
845 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
846 866
847 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 867 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
848 if (RegionInfo.NonphysPrimMin > 0) 868 if (RegionInfo.NonphysPrimMin > 0)
@@ -863,11 +883,21 @@ namespace OpenSim.Region.Framework.Scenes
863 } 883 }
864 884
865 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 885 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
886
866 if (RegionInfo.PhysPrimMax > 0) 887 if (RegionInfo.PhysPrimMax > 0)
867 { 888 {
868 m_maxPhys = RegionInfo.PhysPrimMax; 889 m_maxPhys = RegionInfo.PhysPrimMax;
869 } 890 }
870 891
892 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
893 if (RegionInfo.LinksetCapacity > 0)
894 {
895 m_linksetCapacity = RegionInfo.LinksetCapacity;
896 }
897
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900
871 // Here, if clamping is requested in either global or 901 // Here, if clamping is requested in either global or
872 // local config, it will be used 902 // local config, it will be used
873 // 903 //
@@ -877,13 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
877 m_clampPrimSize = true; 907 m_clampPrimSize = true;
878 } 908 }
879 909
880 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 910 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
881 if (RegionInfo.LinksetCapacity > 0)
882 {
883 m_linksetCapacity = RegionInfo.LinksetCapacity;
884 }
885
886 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
887 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 911 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
888 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 912 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
889 m_dontPersistBefore = 913 m_dontPersistBefore =
@@ -894,11 +918,11 @@ namespace OpenSim.Region.Framework.Scenes
894 m_persistAfter *= 10000000; 918 m_persistAfter *= 10000000;
895 919
896 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 920 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
897 921 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900 922
901 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 923 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
924 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
925 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
902 926
903 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 927 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
904 if (m_generateMaptiles) 928 if (m_generateMaptiles)
@@ -931,7 +955,7 @@ namespace OpenSim.Region.Framework.Scenes
931 string grant = startupConfig.GetString("AllowedClients", String.Empty); 955 string grant = startupConfig.GetString("AllowedClients", String.Empty);
932 if (grant.Length > 0) 956 if (grant.Length > 0)
933 { 957 {
934 foreach (string viewer in grant.Split('|')) 958 foreach (string viewer in grant.Split(','))
935 { 959 {
936 m_AllowedViewers.Add(viewer.Trim().ToLower()); 960 m_AllowedViewers.Add(viewer.Trim().ToLower());
937 } 961 }
@@ -940,7 +964,7 @@ namespace OpenSim.Region.Framework.Scenes
940 grant = startupConfig.GetString("BannedClients", String.Empty); 964 grant = startupConfig.GetString("BannedClients", String.Empty);
941 if (grant.Length > 0) 965 if (grant.Length > 0)
942 { 966 {
943 foreach (string viewer in grant.Split('|')) 967 foreach (string viewer in grant.Split(','))
944 { 968 {
945 m_BannedViewers.Add(viewer.Trim().ToLower()); 969 m_BannedViewers.Add(viewer.Trim().ToLower());
946 } 970 }
@@ -1000,6 +1024,8 @@ namespace OpenSim.Region.Framework.Scenes
1000 StatsReporter = new SimStatsReporter(this); 1024 StatsReporter = new SimStatsReporter(this);
1001 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1025 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1002 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1026 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1027
1028 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1003 } 1029 }
1004 1030
1005 public Scene(RegionInfo regInfo) : base(regInfo) 1031 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1295,8 +1321,11 @@ namespace OpenSim.Region.Framework.Scenes
1295 // Stop all client threads. 1321 // Stop all client threads.
1296 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1322 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1297 1323
1298 m_log.Debug("[SCENE]: Persisting changed objects"); 1324 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1299 EventManager.TriggerSceneShuttingDown(this); 1325 EventManager.TriggerSceneShuttingDown(this);
1326
1327 m_log.Debug("[SCENE]: Persisting changed objects");
1328
1300 Backup(false); 1329 Backup(false);
1301 m_sceneGraph.Close(); 1330 m_sceneGraph.Close();
1302 1331
@@ -1310,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1310 // attempt to reference a null or disposed physics scene. 1339 // attempt to reference a null or disposed physics scene.
1311 if (PhysicsScene != null) 1340 if (PhysicsScene != null)
1312 { 1341 {
1342 m_log.Debug("[SCENE]: Dispose Physics");
1313 PhysicsScene phys = PhysicsScene; 1343 PhysicsScene phys = PhysicsScene;
1314 // remove the physics engine from both Scene and SceneGraph 1344 // remove the physics engine from both Scene and SceneGraph
1315 PhysicsScene = null; 1345 PhysicsScene = null;
@@ -1332,11 +1362,29 @@ namespace OpenSim.Region.Framework.Scenes
1332 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1362 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1333 if (m_heartbeatThread != null) 1363 if (m_heartbeatThread != null)
1334 { 1364 {
1365 m_hbRestarts++;
1366 if(m_hbRestarts > 10)
1367 Environment.Exit(1);
1368 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1369
1370//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1371//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1372//proc.EnableRaisingEvents=false;
1373//proc.StartInfo.FileName = "/bin/kill";
1374//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1375//proc.Start();
1376//proc.WaitForExit();
1377//Thread.Sleep(1000);
1378//Environment.Exit(1);
1335 m_heartbeatThread.Abort(); 1379 m_heartbeatThread.Abort();
1380 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1336 m_heartbeatThread = null; 1381 m_heartbeatThread = null;
1337 } 1382 }
1338// m_lastUpdate = Util.EnvironmentTickCount(); 1383// m_lastUpdate = Util.EnvironmentTickCount();
1339 1384
1385// m_sceneGraph.PreparePhysicsSimulation();
1386
1387
1340 m_heartbeatThread 1388 m_heartbeatThread
1341 = Watchdog.StartThread( 1389 = Watchdog.StartThread(
1342 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1390 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1479,16 +1527,20 @@ namespace OpenSim.Region.Framework.Scenes
1479 endFrame = Frame + frames; 1527 endFrame = Frame + frames;
1480 1528
1481 float physicsFPS = 0f; 1529 float physicsFPS = 0f;
1482 int previousFrameTick, tmpMS; 1530 int tmpMS;
1483 int maintc = Util.EnvironmentTickCount(); 1531 int previousFrameTick;
1532 int maintc;
1533 int sleepMS;
1534 int framestart;
1484 1535
1485 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1536 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1486 { 1537 {
1538 framestart = Util.EnvironmentTickCount();
1487 ++Frame; 1539 ++Frame;
1488 1540
1489// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1541// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1490 1542
1491 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1543 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1492 1544
1493 try 1545 try
1494 { 1546 {
@@ -1540,6 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1540 m_sceneGraph.UpdatePresences(); 1592 m_sceneGraph.UpdatePresences();
1541 1593
1542 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1594 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1595
1543 1596
1544 // Delete temp-on-rez stuff 1597 // Delete temp-on-rez stuff
1545 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1598 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1621,34 +1674,37 @@ namespace OpenSim.Region.Framework.Scenes
1621 1674
1622 Watchdog.UpdateThread(); 1675 Watchdog.UpdateThread();
1623 1676
1677 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1678
1679 StatsReporter.AddPhysicsFPS(physicsFPS);
1680 StatsReporter.AddTimeDilation(TimeDilation);
1681 StatsReporter.AddFPS(1);
1682
1683 StatsReporter.addAgentMS(agentMS);
1684 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1685 StatsReporter.addOtherMS(otherMS);
1686 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1687
1624 previousFrameTick = m_lastFrameTick; 1688 previousFrameTick = m_lastFrameTick;
1625 m_lastFrameTick = Util.EnvironmentTickCount(); 1689 m_lastFrameTick = Util.EnvironmentTickCount();
1626 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1690 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1627 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1691 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1628 1692
1693 m_firstHeartbeat = false;
1694
1695 sleepMS = Util.EnvironmentTickCount();
1696
1629 if (tmpMS > 0) 1697 if (tmpMS > 0)
1630 {
1631 Thread.Sleep(tmpMS); 1698 Thread.Sleep(tmpMS);
1632 spareMS += tmpMS;
1633 }
1634
1635 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1636 maintc = Util.EnvironmentTickCount();
1637 1699
1638 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1700 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1701 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1702 StatsReporter.addSleepMS(sleepMS);
1703 StatsReporter.addFrameMS(frameMS);
1639 1704
1640 // if (Frame%m_update_avatars == 0) 1705 // if (Frame%m_update_avatars == 0)
1641 // UpdateInWorldTime(); 1706 // UpdateInWorldTime();
1642 StatsReporter.AddPhysicsFPS(physicsFPS);
1643 StatsReporter.AddTimeDilation(TimeDilation);
1644 StatsReporter.AddFPS(1);
1645 1707
1646 StatsReporter.addFrameMS(frameMS);
1647 StatsReporter.addAgentMS(agentMS);
1648 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1649 StatsReporter.addOtherMS(otherMS);
1650 StatsReporter.AddSpareMS(spareMS);
1651 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1652 1708
1653 // Optionally warn if a frame takes double the amount of time that it should. 1709 // Optionally warn if a frame takes double the amount of time that it should.
1654 if (DebugUpdates 1710 if (DebugUpdates
@@ -1665,7 +1721,7 @@ namespace OpenSim.Region.Framework.Scenes
1665 public void AddGroupTarget(SceneObjectGroup grp) 1721 public void AddGroupTarget(SceneObjectGroup grp)
1666 { 1722 {
1667 lock (m_groupsWithTargets) 1723 lock (m_groupsWithTargets)
1668 m_groupsWithTargets[grp.UUID] = grp; 1724 m_groupsWithTargets[grp.UUID] = 0;
1669 } 1725 }
1670 1726
1671 public void RemoveGroupTarget(SceneObjectGroup grp) 1727 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1676,18 +1732,24 @@ namespace OpenSim.Region.Framework.Scenes
1676 1732
1677 private void CheckAtTargets() 1733 private void CheckAtTargets()
1678 { 1734 {
1679 List<SceneObjectGroup> objs = null; 1735 List<UUID> objs = null;
1680 1736
1681 lock (m_groupsWithTargets) 1737 lock (m_groupsWithTargets)
1682 { 1738 {
1683 if (m_groupsWithTargets.Count != 0) 1739 if (m_groupsWithTargets.Count != 0)
1684 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1740 objs = new List<UUID>(m_groupsWithTargets.Keys);
1685 } 1741 }
1686 1742
1687 if (objs != null) 1743 if (objs != null)
1688 { 1744 {
1689 foreach (SceneObjectGroup entry in objs) 1745 foreach (UUID entry in objs)
1690 entry.checkAtTargets(); 1746 {
1747 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1748 if (grp == null)
1749 m_groupsWithTargets.Remove(entry);
1750 else
1751 grp.checkAtTargets();
1752 }
1691 } 1753 }
1692 } 1754 }
1693 1755
@@ -1766,7 +1828,7 @@ namespace OpenSim.Region.Framework.Scenes
1766 msg.fromAgentName = "Server"; 1828 msg.fromAgentName = "Server";
1767 msg.dialog = (byte)19; // Object msg 1829 msg.dialog = (byte)19; // Object msg
1768 msg.fromGroup = false; 1830 msg.fromGroup = false;
1769 msg.offline = (byte)0; 1831 msg.offline = (byte)1;
1770 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1832 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1771 msg.Position = Vector3.Zero; 1833 msg.Position = Vector3.Zero;
1772 msg.RegionID = RegionInfo.RegionID.Guid; 1834 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1995,7 +2057,7 @@ namespace OpenSim.Region.Framework.Scenes
1995 return PhysicsScene.SupportsRaycastWorldFiltered(); 2057 return PhysicsScene.SupportsRaycastWorldFiltered();
1996 } 2058 }
1997 2059
1998 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2060 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1999 { 2061 {
2000 if (PhysicsScene == null) 2062 if (PhysicsScene == null)
2001 return null; 2063 return null;
@@ -2017,14 +2079,24 @@ namespace OpenSim.Region.Framework.Scenes
2017 /// <returns></returns> 2079 /// <returns></returns>
2018 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2080 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2019 { 2081 {
2082
2083 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2084 Vector3 wpos = Vector3.Zero;
2085 // Check for water surface intersection from above
2086 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2087 {
2088 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2089 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2090 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2091 wpos.Z = wheight;
2092 }
2093
2020 Vector3 pos = Vector3.Zero; 2094 Vector3 pos = Vector3.Zero;
2021 if (RayEndIsIntersection == (byte)1) 2095 if (RayEndIsIntersection == (byte)1)
2022 { 2096 {
2023 pos = RayEnd; 2097 pos = RayEnd;
2024 return pos;
2025 } 2098 }
2026 2099 else if (RayTargetID != UUID.Zero)
2027 if (RayTargetID != UUID.Zero)
2028 { 2100 {
2029 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2101 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2030 2102
@@ -2046,7 +2118,7 @@ namespace OpenSim.Region.Framework.Scenes
2046 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2118 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2047 2119
2048 // Un-comment out the following line to Get Raytrace results printed to the console. 2120 // Un-comment out the following line to Get Raytrace results printed to the console.
2049 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2121 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2050 float ScaleOffset = 0.5f; 2122 float ScaleOffset = 0.5f;
2051 2123
2052 // If we hit something 2124 // If we hit something
@@ -2069,13 +2141,10 @@ namespace OpenSim.Region.Framework.Scenes
2069 //pos.Z -= 0.25F; 2141 //pos.Z -= 0.25F;
2070 2142
2071 } 2143 }
2072
2073 return pos;
2074 } 2144 }
2075 else 2145 else
2076 { 2146 {
2077 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2147 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2078
2079 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2148 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2080 2149
2081 // Un-comment the following line to print the raytrace results to the console. 2150 // Un-comment the following line to print the raytrace results to the console.
@@ -2084,13 +2153,12 @@ namespace OpenSim.Region.Framework.Scenes
2084 if (ei.HitTF) 2153 if (ei.HitTF)
2085 { 2154 {
2086 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2155 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2087 } else 2156 }
2157 else
2088 { 2158 {
2089 // fall back to our stupid functionality 2159 // fall back to our stupid functionality
2090 pos = RayEnd; 2160 pos = RayEnd;
2091 } 2161 }
2092
2093 return pos;
2094 } 2162 }
2095 } 2163 }
2096 else 2164 else
@@ -2101,8 +2169,12 @@ namespace OpenSim.Region.Framework.Scenes
2101 //increase height so its above the ground. 2169 //increase height so its above the ground.
2102 //should be getting the normal of the ground at the rez point and using that? 2170 //should be getting the normal of the ground at the rez point and using that?
2103 pos.Z += scale.Z / 2f; 2171 pos.Z += scale.Z / 2f;
2104 return pos; 2172// return pos;
2105 } 2173 }
2174
2175 // check against posible water intercept
2176 if (wpos.Z > pos.Z) pos = wpos;
2177 return pos;
2106 } 2178 }
2107 2179
2108 2180
@@ -2193,12 +2265,12 @@ namespace OpenSim.Region.Framework.Scenes
2193 { 2265 {
2194 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2266 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2195 { 2267 {
2268 sceneObject.IsDeleted = false;
2196 EventManager.TriggerObjectAddedToScene(sceneObject); 2269 EventManager.TriggerObjectAddedToScene(sceneObject);
2197 return true; 2270 return true;
2198 } 2271 }
2199 2272
2200 return false; 2273 return false;
2201
2202 } 2274 }
2203 2275
2204 /// <summary> 2276 /// <summary>
@@ -2290,6 +2362,15 @@ namespace OpenSim.Region.Framework.Scenes
2290 /// </summary> 2362 /// </summary>
2291 public void DeleteAllSceneObjects() 2363 public void DeleteAllSceneObjects()
2292 { 2364 {
2365 DeleteAllSceneObjects(false);
2366 }
2367
2368 /// <summary>
2369 /// Delete every object from the scene. This does not include attachments worn by avatars.
2370 /// </summary>
2371 public void DeleteAllSceneObjects(bool exceptNoCopy)
2372 {
2373 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2293 lock (Entities) 2374 lock (Entities)
2294 { 2375 {
2295 EntityBase[] entities = Entities.GetEntities(); 2376 EntityBase[] entities = Entities.GetEntities();
@@ -2298,11 +2379,24 @@ namespace OpenSim.Region.Framework.Scenes
2298 if (e is SceneObjectGroup) 2379 if (e is SceneObjectGroup)
2299 { 2380 {
2300 SceneObjectGroup sog = (SceneObjectGroup)e; 2381 SceneObjectGroup sog = (SceneObjectGroup)e;
2301 if (!sog.IsAttachment) 2382 if (sog != null && !sog.IsAttachment)
2302 DeleteSceneObject((SceneObjectGroup)e, false); 2383 {
2384 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2385 {
2386 DeleteSceneObject((SceneObjectGroup)e, false);
2387 }
2388 else
2389 {
2390 toReturn.Add((SceneObjectGroup)e);
2391 }
2392 }
2303 } 2393 }
2304 } 2394 }
2305 } 2395 }
2396 if (toReturn.Count > 0)
2397 {
2398 returnObjects(toReturn.ToArray(), UUID.Zero);
2399 }
2306 } 2400 }
2307 2401
2308 /// <summary> 2402 /// <summary>
@@ -2337,6 +2431,12 @@ namespace OpenSim.Region.Framework.Scenes
2337 2431
2338 foreach (SceneObjectPart part in partList) 2432 foreach (SceneObjectPart part in partList)
2339 { 2433 {
2434 if (part.KeyframeMotion != null)
2435 {
2436 part.KeyframeMotion.Delete();
2437 part.KeyframeMotion = null;
2438 }
2439
2340 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2440 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2341 { 2441 {
2342 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2442 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2354,6 +2454,8 @@ namespace OpenSim.Region.Framework.Scenes
2354 } 2454 }
2355 2455
2356 group.DeleteGroupFromScene(silent); 2456 group.DeleteGroupFromScene(silent);
2457 if (!silent)
2458 SendKillObject(new List<uint>() { group.LocalId });
2357 2459
2358// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2460// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2359 } 2461 }
@@ -2644,7 +2746,7 @@ namespace OpenSim.Region.Framework.Scenes
2644 // If the user is banned, we won't let any of their objects 2746 // If the user is banned, we won't let any of their objects
2645 // enter. Period. 2747 // enter. Period.
2646 // 2748 //
2647 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2749 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2648 { 2750 {
2649 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2751 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2650 return false; 2752 return false;
@@ -2652,6 +2754,8 @@ namespace OpenSim.Region.Framework.Scenes
2652 2754
2653 if (newPosition != Vector3.Zero) 2755 if (newPosition != Vector3.Zero)
2654 newObject.RootPart.GroupPosition = newPosition; 2756 newObject.RootPart.GroupPosition = newPosition;
2757 if (newObject.RootPart.KeyframeMotion != null)
2758 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2655 2759
2656 if (!AddSceneObject(newObject)) 2760 if (!AddSceneObject(newObject))
2657 { 2761 {
@@ -2696,6 +2800,23 @@ namespace OpenSim.Region.Framework.Scenes
2696 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2800 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2697 public bool AddSceneObject(SceneObjectGroup sceneObject) 2801 public bool AddSceneObject(SceneObjectGroup sceneObject)
2698 { 2802 {
2803 if (sceneObject.OwnerID == UUID.Zero)
2804 {
2805 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2806 return false;
2807 }
2808
2809 // If the user is banned, we won't let any of their objects
2810 // enter. Period.
2811 //
2812 int flags = GetUserFlags(sceneObject.OwnerID);
2813 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2814 {
2815 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2816
2817 return false;
2818 }
2819
2699 // Force allocation of new LocalId 2820 // Force allocation of new LocalId
2700 // 2821 //
2701 SceneObjectPart[] parts = sceneObject.Parts; 2822 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2729,16 +2850,27 @@ namespace OpenSim.Region.Framework.Scenes
2729 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2850 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2730 2851
2731 if (AttachmentsModule != null) 2852 if (AttachmentsModule != null)
2732 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2853 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2733 } 2854 }
2734 else 2855 else
2735 { 2856 {
2857 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2736 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2858 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2737 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2859 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2738 } 2860 }
2861 if (sceneObject.OwnerID == UUID.Zero)
2862 {
2863 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2864 return false;
2865 }
2739 } 2866 }
2740 else 2867 else
2741 { 2868 {
2869 if (sceneObject.OwnerID == UUID.Zero)
2870 {
2871 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2872 return false;
2873 }
2742 AddRestoredSceneObject(sceneObject, true, false); 2874 AddRestoredSceneObject(sceneObject, true, false);
2743 } 2875 }
2744 2876
@@ -2755,6 +2887,24 @@ namespace OpenSim.Region.Framework.Scenes
2755 return 2; // StateSource.PrimCrossing 2887 return 2; // StateSource.PrimCrossing
2756 } 2888 }
2757 2889
2890 public int GetUserFlags(UUID user)
2891 {
2892 //Unfortunately the SP approach means that the value is cached until region is restarted
2893 /*
2894 ScenePresence sp;
2895 if (TryGetScenePresence(user, out sp))
2896 {
2897 return sp.UserFlags;
2898 }
2899 else
2900 {
2901 */
2902 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2903 if (uac == null)
2904 return 0;
2905 return uac.UserFlags;
2906 //}
2907 }
2758 #endregion 2908 #endregion
2759 2909
2760 #region Add/Remove Avatar Methods 2910 #region Add/Remove Avatar Methods
@@ -2787,7 +2937,7 @@ namespace OpenSim.Region.Framework.Scenes
2787 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2937 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2788 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2938 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2789 2939
2790 // CheckHeartbeat(); 2940 CheckHeartbeat();
2791 2941
2792 sp = GetScenePresence(client.AgentId); 2942 sp = GetScenePresence(client.AgentId);
2793 2943
@@ -2818,6 +2968,7 @@ namespace OpenSim.Region.Framework.Scenes
2818 // start the scripts again (since this is done in RezAttachments()). 2968 // start the scripts again (since this is done in RezAttachments()).
2819 // XXX: This is convoluted. 2969 // XXX: This is convoluted.
2820 sp.IsChildAgent = false; 2970 sp.IsChildAgent = false;
2971 sp.IsLoggingIn = true;
2821 2972
2822 if (AttachmentsModule != null) 2973 if (AttachmentsModule != null)
2823 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); 2974 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
@@ -2931,19 +3082,14 @@ namespace OpenSim.Region.Framework.Scenes
2931 // and the scene presence and the client, if they exist 3082 // and the scene presence and the client, if they exist
2932 try 3083 try
2933 { 3084 {
2934 // We need to wait for the client to make UDP contact first. 3085 ScenePresence sp = GetScenePresence(agentID);
2935 // It's the UDP contact that creates the scene presence 3086
2936 ScenePresence sp = WaitGetScenePresence(agentID);
2937 if (sp != null) 3087 if (sp != null)
2938 { 3088 {
2939 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3089 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2940
2941 sp.ControllingClient.Close(); 3090 sp.ControllingClient.Close();
2942 } 3091 }
2943 else 3092
2944 {
2945 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2946 }
2947 // BANG! SLASH! 3093 // BANG! SLASH!
2948 m_authenticateHandler.RemoveCircuit(agentID); 3094 m_authenticateHandler.RemoveCircuit(agentID);
2949 3095
@@ -2988,6 +3134,8 @@ namespace OpenSim.Region.Framework.Scenes
2988 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3134 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2989 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3135 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2990 3136
3137 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3138
2991 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3139 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2992 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3140 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2993 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3141 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3044,6 +3192,7 @@ namespace OpenSim.Region.Framework.Scenes
3044 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3192 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3045 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3193 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3046 client.OnCopyInventoryItem += CopyInventoryItem; 3194 client.OnCopyInventoryItem += CopyInventoryItem;
3195 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3047 client.OnMoveInventoryItem += MoveInventoryItem; 3196 client.OnMoveInventoryItem += MoveInventoryItem;
3048 client.OnRemoveInventoryItem += RemoveInventoryItem; 3197 client.OnRemoveInventoryItem += RemoveInventoryItem;
3049 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3198 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3115,6 +3264,8 @@ namespace OpenSim.Region.Framework.Scenes
3115 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3264 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3116 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3265 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3117 3266
3267 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3268
3118 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3269 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3119 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3270 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3120 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3271 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3217,7 +3368,7 @@ namespace OpenSim.Region.Framework.Scenes
3217 /// </summary> 3368 /// </summary>
3218 /// <param name="agentId">The avatar's Unique ID</param> 3369 /// <param name="agentId">The avatar's Unique ID</param>
3219 /// <param name="client">The IClientAPI for the client</param> 3370 /// <param name="client">The IClientAPI for the client</param>
3220 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3371 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3221 { 3372 {
3222 if (EntityTransferModule != null) 3373 if (EntityTransferModule != null)
3223 { 3374 {
@@ -3228,6 +3379,7 @@ namespace OpenSim.Region.Framework.Scenes
3228 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3379 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3229 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3380 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3230 } 3381 }
3382 return false;
3231 } 3383 }
3232 3384
3233 /// <summary> 3385 /// <summary>
@@ -3337,6 +3489,16 @@ namespace OpenSim.Region.Framework.Scenes
3337 /// <param name="flags"></param> 3489 /// <param name="flags"></param>
3338 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3490 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3339 { 3491 {
3492 //Add half the avatar's height so that the user doesn't fall through prims
3493 ScenePresence presence;
3494 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3495 {
3496 if (presence.Appearance != null)
3497 {
3498 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3499 }
3500 }
3501
3340 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3502 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3341 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3503 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3342 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3504 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3474,6 +3636,7 @@ namespace OpenSim.Region.Framework.Scenes
3474 // It's possible for child agents to have transactions if changes are being made cross-border. 3636 // It's possible for child agents to have transactions if changes are being made cross-border.
3475 if (AgentTransactionsModule != null) 3637 if (AgentTransactionsModule != null)
3476 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3638 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3639 m_log.Debug("[Scene] The avatar has left the building");
3477 } 3640 }
3478 catch (Exception e) 3641 catch (Exception e)
3479 { 3642 {
@@ -3666,38 +3829,39 @@ namespace OpenSim.Region.Framework.Scenes
3666 agent.firstname, agent.lastname, agent.Viewer); 3829 agent.firstname, agent.lastname, agent.Viewer);
3667 reason = "Access denied, your viewer is banned by the region owner"; 3830 reason = "Access denied, your viewer is banned by the region owner";
3668 return false; 3831 return false;
3669 } 3832 }
3833
3834
3835 ScenePresence sp = GetScenePresence(agent.AgentID);
3836
3837 if (sp != null && !sp.IsChildAgent)
3838 {
3839 // We have a zombie from a crashed session.
3840 // Or the same user is trying to be root twice here, won't work.
3841 // Kill it.
3842 m_log.WarnFormat(
3843 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3844 sp.Name, sp.UUID, RegionInfo.RegionName);
3670 3845
3671 ILandObject land; 3846 sp.ControllingClient.Close(true, true);
3847 sp = null;
3848 }
3672 3849
3673 lock (agent) 3850 lock (agent)
3674 { 3851 {
3675 ScenePresence sp = GetScenePresence(agent.AgentID);
3676
3677 if (sp != null && !sp.IsChildAgent)
3678 {
3679 // We have a zombie from a crashed session.
3680 // Or the same user is trying to be root twice here, won't work.
3681 // Kill it.
3682 m_log.WarnFormat(
3683 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3684 sp.Name, sp.UUID, RegionInfo.RegionName);
3685
3686 sp.ControllingClient.Close(true);
3687 sp = null;
3688 }
3689
3690 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3691
3692 //On login test land permisions 3852 //On login test land permisions
3693 if (vialogin) 3853 if (vialogin)
3694 { 3854 {
3695 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3855 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3856 if (cache != null)
3857 cache.Remove(agent.firstname + " " + agent.lastname);
3858 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3696 { 3859 {
3860 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3697 return false; 3861 return false;
3698 } 3862 }
3699 } 3863 }
3700 3864
3701 if (sp == null) // We don't have an [child] agent here already 3865 if (sp == null) // We don't have an [child] agent here already
3702 { 3866 {
3703 if (requirePresenceLookup) 3867 if (requirePresenceLookup)
@@ -3706,34 +3870,36 @@ namespace OpenSim.Region.Framework.Scenes
3706 { 3870 {
3707 if (!VerifyUserPresence(agent, out reason)) 3871 if (!VerifyUserPresence(agent, out reason))
3708 return false; 3872 return false;
3709 } 3873 } catch (Exception e)
3710 catch (Exception e)
3711 { 3874 {
3712 m_log.ErrorFormat( 3875 m_log.ErrorFormat(
3713 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3876 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3714
3715 return false; 3877 return false;
3716 } 3878 }
3717 } 3879 }
3718 3880
3719 try 3881 try
3720 { 3882 {
3721 if (!AuthorizeUser(agent, out reason)) 3883 // Always check estate if this is a login. Always
3722 return false; 3884 // check if banned regions are to be blacked out.
3885 if (vialogin || (!m_seeIntoBannedRegion))
3886 {
3887 if (!AuthorizeUser(agent, out reason))
3888 return false;
3889 }
3723 } 3890 }
3724 catch (Exception e) 3891 catch (Exception e)
3725 { 3892 {
3726 m_log.ErrorFormat( 3893 m_log.ErrorFormat(
3727 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3894 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3728
3729 return false; 3895 return false;
3730 } 3896 }
3731 3897
3732 m_log.InfoFormat( 3898 m_log.InfoFormat(
3733 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3899 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3734 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3900 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3735 agent.AgentID, agent.circuitcode); 3901 agent.AgentID, agent.circuitcode);
3736 3902
3737 if (CapsModule != null) 3903 if (CapsModule != null)
3738 { 3904 {
3739 CapsModule.SetAgentCapsSeeds(agent); 3905 CapsModule.SetAgentCapsSeeds(agent);
@@ -3745,15 +3911,15 @@ namespace OpenSim.Region.Framework.Scenes
3745 // Let the SP know how we got here. This has a lot of interesting 3911 // Let the SP know how we got here. This has a lot of interesting
3746 // uses down the line. 3912 // uses down the line.
3747 sp.TeleportFlags = (TPFlags)teleportFlags; 3913 sp.TeleportFlags = (TPFlags)teleportFlags;
3748 3914
3749 if (sp.IsChildAgent) 3915 if (sp.IsChildAgent)
3750 { 3916 {
3751 m_log.DebugFormat( 3917 m_log.DebugFormat(
3752 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3918 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3753 agent.AgentID, RegionInfo.RegionName); 3919 agent.AgentID, RegionInfo.RegionName);
3754 3920
3755 sp.AdjustKnownSeeds(); 3921 sp.AdjustKnownSeeds();
3756 3922
3757 if (CapsModule != null) 3923 if (CapsModule != null)
3758 CapsModule.SetAgentCapsSeeds(agent); 3924 CapsModule.SetAgentCapsSeeds(agent);
3759 } 3925 }
@@ -3855,6 +4021,8 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4021 }
3856 4022
3857 // Honor parcel landing type and position. 4023 // Honor parcel landing type and position.
4024 /*
4025 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3858 if (land != null) 4026 if (land != null)
3859 { 4027 {
3860 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4028 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3862,25 +4030,43 @@ namespace OpenSim.Region.Framework.Scenes
3862 agent.startpos = land.LandData.UserLocation; 4030 agent.startpos = land.LandData.UserLocation;
3863 } 4031 }
3864 } 4032 }
4033 */// This is now handled properly in ScenePresence.MakeRootAgent
3865 } 4034 }
3866 4035
3867 return true; 4036 return true;
3868 } 4037 }
3869 4038
3870 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4039 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3871 { 4040 {
3872 bool banned = land.IsBannedFromLand(agent.AgentID); 4041 if (posX < 0)
3873 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4042 posX = 0;
4043 else if (posX >= 256)
4044 posX = 255.999f;
4045 if (posY < 0)
4046 posY = 0;
4047 else if (posY >= 256)
4048 posY = 255.999f;
4049
4050 reason = String.Empty;
4051 if (Permissions.IsGod(agentID))
4052 return true;
4053
4054 ILandObject land = LandChannel.GetLandObject(posX, posY);
4055 if (land == null)
4056 return false;
4057
4058 bool banned = land.IsBannedFromLand(agentID);
4059 bool restricted = land.IsRestrictedFromLand(agentID);
3874 4060
3875 if (banned || restricted) 4061 if (banned || restricted)
3876 { 4062 {
3877 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4063 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3878 if (nearestParcel != null) 4064 if (nearestParcel != null)
3879 { 4065 {
3880 //Move agent to nearest allowed 4066 //Move agent to nearest allowed
3881 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4067 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3882 agent.startpos.X = newPosition.X; 4068 posX = newPosition.X;
3883 agent.startpos.Y = newPosition.Y; 4069 posY = newPosition.Y;
3884 } 4070 }
3885 else 4071 else
3886 { 4072 {
@@ -3942,7 +4128,7 @@ namespace OpenSim.Region.Framework.Scenes
3942 4128
3943 if (!m_strictAccessControl) return true; 4129 if (!m_strictAccessControl) return true;
3944 if (Permissions.IsGod(agent.AgentID)) return true; 4130 if (Permissions.IsGod(agent.AgentID)) return true;
3945 4131
3946 if (AuthorizationService != null) 4132 if (AuthorizationService != null)
3947 { 4133 {
3948 if (!AuthorizationService.IsAuthorizedForRegion( 4134 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3957,7 +4143,7 @@ namespace OpenSim.Region.Framework.Scenes
3957 4143
3958 if (RegionInfo.EstateSettings != null) 4144 if (RegionInfo.EstateSettings != null)
3959 { 4145 {
3960 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4146 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3961 { 4147 {
3962 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4148 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3963 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4149 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4147,6 +4333,15 @@ namespace OpenSim.Region.Framework.Scenes
4147 4333
4148 // XPTO: if this agent is not allowed here as root, always return false 4334 // XPTO: if this agent is not allowed here as root, always return false
4149 4335
4336 // We have to wait until the viewer contacts this region after receiving EAC.
4337 // That calls AddNewClient, which finally creates the ScenePresence
4338 int flags = GetUserFlags(cAgentData.AgentID);
4339 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4340 {
4341 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4342 return false;
4343 }
4344
4150 // TODO: This check should probably be in QueryAccess(). 4345 // TODO: This check should probably be in QueryAccess().
4151 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4346 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4152 if (nearestParcel == null) 4347 if (nearestParcel == null)
@@ -4211,7 +4406,7 @@ namespace OpenSim.Region.Framework.Scenes
4211 /// <param name='agentID'></param> 4406 /// <param name='agentID'></param>
4212 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4407 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4213 { 4408 {
4214 int ntimes = 10; 4409 int ntimes = 30;
4215 ScenePresence sp = null; 4410 ScenePresence sp = null;
4216 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4411 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4217 Thread.Sleep(1000); 4412 Thread.Sleep(1000);
@@ -4241,6 +4436,16 @@ namespace OpenSim.Region.Framework.Scenes
4241 return false; 4436 return false;
4242 } 4437 }
4243 4438
4439 public bool IncomingCloseAgent(UUID agentID)
4440 {
4441 return IncomingCloseAgent(agentID, false);
4442 }
4443
4444 public bool IncomingCloseChildAgent(UUID agentID)
4445 {
4446 return IncomingCloseAgent(agentID, true);
4447 }
4448
4244 /// <summary> 4449 /// <summary>
4245 /// Tell a single agent to disconnect from the region. 4450 /// Tell a single agent to disconnect from the region.
4246 /// </summary> 4451 /// </summary>
@@ -4256,7 +4461,7 @@ namespace OpenSim.Region.Framework.Scenes
4256 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4461 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4257 if (presence != null) 4462 if (presence != null)
4258 { 4463 {
4259 presence.ControllingClient.Close(force); 4464 presence.ControllingClient.Close(force, force);
4260 return true; 4465 return true;
4261 } 4466 }
4262 4467
@@ -4891,7 +5096,7 @@ namespace OpenSim.Region.Framework.Scenes
4891 { 5096 {
4892 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5097 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4893 { 5098 {
4894 if (grp.RootPart.Expires <= DateTime.Now) 5099 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4895 DeleteSceneObject(grp, false); 5100 DeleteSceneObject(grp, false);
4896 } 5101 }
4897 } 5102 }
@@ -4905,35 +5110,81 @@ namespace OpenSim.Region.Framework.Scenes
4905 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5110 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4906 } 5111 }
4907 5112
4908 public int GetHealth() 5113 public int GetHealth(out int flags, out string message)
4909 { 5114 {
4910 // Returns: 5115 // Returns:
4911 // 1 = sim is up and accepting http requests. The heartbeat has 5116 // 1 = sim is up and accepting http requests. The heartbeat has
4912 // stopped and the sim is probably locked up, but a remote 5117 // stopped and the sim is probably locked up, but a remote
4913 // admin restart may succeed 5118 // admin restart may succeed
4914 // 5119 //
4915 // 2 = Sim is up and the heartbeat is running. The sim is likely 5120 // 2 = Sim is up and the heartbeat is running. The sim is likely
4916 // usable for people within and logins _may_ work 5121 // usable for people within
5122 //
5123 // 3 = Sim is up and one packet thread is running. Sim is
5124 // unstable and will not accept new logins
5125 //
5126 // 4 = Sim is up and both packet threads are running. Sim is
5127 // likely usable
4917 // 5128 //
4918 // 3 = We have seen a new user enter within the past 4 minutes 5129 // 5 = We have seen a new user enter within the past 4 minutes
4919 // which can be seen as positive confirmation of sim health 5130 // which can be seen as positive confirmation of sim health
4920 // 5131 //
5132
5133 flags = 0;
5134 message = String.Empty;
5135
5136 CheckHeartbeat();
5137
5138 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5139 {
5140 // We're still starting
5141 // 0 means "in startup", it can't happen another way, since
5142 // to get here, we must be able to accept http connections
5143 return 0;
5144 }
5145
4921 int health=1; // Start at 1, means we're up 5146 int health=1; // Start at 1, means we're up
4922 5147
4923 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5148 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4924 health += 1; 5149 {
5150 health+=1;
5151 flags |= 1;
5152 }
5153
5154 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5155 {
5156 health+=1;
5157 flags |= 2;
5158 }
5159
5160 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5161 {
5162 health+=1;
5163 flags |= 4;
5164 }
4925 else 5165 else
5166 {
5167int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5168System.Diagnostics.Process proc = new System.Diagnostics.Process();
5169proc.EnableRaisingEvents=false;
5170proc.StartInfo.FileName = "/bin/kill";
5171proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5172proc.Start();
5173proc.WaitForExit();
5174Thread.Sleep(1000);
5175Environment.Exit(1);
5176 }
5177
5178 if (flags != 7)
4926 return health; 5179 return health;
4927 5180
4928 // A login in the last 4 mins? We can't be doing too badly 5181 // A login in the last 4 mins? We can't be doing too badly
4929 // 5182 //
4930 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5183 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4931 health++; 5184 health++;
4932 else 5185 else
4933 return health; 5186 return health;
4934 5187
4935// CheckHeartbeat();
4936
4937 return health; 5188 return health;
4938 } 5189 }
4939 5190
@@ -5021,7 +5272,7 @@ namespace OpenSim.Region.Framework.Scenes
5021 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5272 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5022 if (wasUsingPhysics) 5273 if (wasUsingPhysics)
5023 { 5274 {
5024 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5275 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5025 } 5276 }
5026 } 5277 }
5027 5278
@@ -5120,14 +5371,14 @@ namespace OpenSim.Region.Framework.Scenes
5120 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5371 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5121 } 5372 }
5122 5373
5123// private void CheckHeartbeat() 5374 private void CheckHeartbeat()
5124// { 5375 {
5125// if (m_firstHeartbeat) 5376 if (m_firstHeartbeat)
5126// return; 5377 return;
5127// 5378
5128// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5379 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5129// StartTimer(); 5380 Start();
5130// } 5381 }
5131 5382
5132 public override ISceneObject DeserializeObject(string representation) 5383 public override ISceneObject DeserializeObject(string representation)
5133 { 5384 {
@@ -5139,9 +5390,14 @@ namespace OpenSim.Region.Framework.Scenes
5139 get { return m_allowScriptCrossings; } 5390 get { return m_allowScriptCrossings; }
5140 } 5391 }
5141 5392
5142 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5393 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5143 { 5394 {
5144 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5395 return GetNearestAllowedPosition(avatar, null);
5396 }
5397
5398 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5399 {
5400 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5145 5401
5146 if (nearestParcel != null) 5402 if (nearestParcel != null)
5147 { 5403 {
@@ -5150,10 +5406,7 @@ namespace OpenSim.Region.Framework.Scenes
5150 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5406 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5151 if (nearestPoint != null) 5407 if (nearestPoint != null)
5152 { 5408 {
5153// m_log.DebugFormat( 5409 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5154// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5155// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5156
5157 return nearestPoint.Value; 5410 return nearestPoint.Value;
5158 } 5411 }
5159 5412
@@ -5163,17 +5416,20 @@ namespace OpenSim.Region.Framework.Scenes
5163 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5416 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5164 if (nearestPoint != null) 5417 if (nearestPoint != null)
5165 { 5418 {
5166// m_log.DebugFormat( 5419 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5167// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5168
5169 return nearestPoint.Value; 5420 return nearestPoint.Value;
5170 } 5421 }
5171 5422
5172 //Ultimate backup if we have no idea where they are 5423 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5173// m_log.DebugFormat( 5424 if (dest != excludeParcel)
5174// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5425 {
5426 // Ultimate backup if we have no idea where they are and
5427 // the last allowed position was in another parcel
5428 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5429 return avatar.lastKnownAllowedPosition;
5430 }
5175 5431
5176 return avatar.lastKnownAllowedPosition; 5432 // else fall through to region edge
5177 } 5433 }
5178 5434
5179 //Go to the edge, this happens in teleporting to a region with no available parcels 5435 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5207,13 +5463,18 @@ namespace OpenSim.Region.Framework.Scenes
5207 5463
5208 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5464 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5209 { 5465 {
5466 return GetNearestAllowedParcel(avatarId, x, y, null);
5467 }
5468
5469 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5470 {
5210 List<ILandObject> all = AllParcels(); 5471 List<ILandObject> all = AllParcels();
5211 float minParcelDistance = float.MaxValue; 5472 float minParcelDistance = float.MaxValue;
5212 ILandObject nearestParcel = null; 5473 ILandObject nearestParcel = null;
5213 5474
5214 foreach (var parcel in all) 5475 foreach (var parcel in all)
5215 { 5476 {
5216 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5477 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5217 { 5478 {
5218 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5479 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5219 if (parcelDistance < minParcelDistance) 5480 if (parcelDistance < minParcelDistance)
@@ -5429,7 +5690,55 @@ namespace OpenSim.Region.Framework.Scenes
5429 mapModule.GenerateMaptile(); 5690 mapModule.GenerateMaptile();
5430 } 5691 }
5431 5692
5432 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5693// public void CleanDroppedAttachments()
5694// {
5695// List<SceneObjectGroup> objectsToDelete =
5696// new List<SceneObjectGroup>();
5697//
5698// lock (m_cleaningAttachments)
5699// {
5700// ForEachSOG(delegate (SceneObjectGroup grp)
5701// {
5702// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5703// {
5704// UUID agentID = grp.OwnerID;
5705// if (agentID == UUID.Zero)
5706// {
5707// objectsToDelete.Add(grp);
5708// return;
5709// }
5710//
5711// ScenePresence sp = GetScenePresence(agentID);
5712// if (sp == null)
5713// {
5714// objectsToDelete.Add(grp);
5715// return;
5716// }
5717// }
5718// });
5719// }
5720//
5721// foreach (SceneObjectGroup grp in objectsToDelete)
5722// {
5723// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5724// DeleteSceneObject(grp, true);
5725// }
5726// }
5727
5728 public void ThreadAlive(int threadCode)
5729 {
5730 switch(threadCode)
5731 {
5732 case 1: // Incoming
5733 m_lastIncoming = Util.EnvironmentTickCount();
5734 break;
5735 case 2: // Incoming
5736 m_lastOutgoing = Util.EnvironmentTickCount();
5737 break;
5738 }
5739 }
5740
5741 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5433 { 5742 {
5434 RegenerateMaptile(); 5743 RegenerateMaptile();
5435 5744
@@ -5457,6 +5766,8 @@ namespace OpenSim.Region.Framework.Scenes
5457 /// <returns></returns> 5766 /// <returns></returns>
5458 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5767 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5459 { 5768 {
5769 reason = "You are banned from the region";
5770
5460 if (EntityTransferModule.IsInTransit(agentID)) 5771 if (EntityTransferModule.IsInTransit(agentID))
5461 { 5772 {
5462 reason = "Agent is still in transit from this region"; 5773 reason = "Agent is still in transit from this region";
@@ -5468,6 +5779,12 @@ namespace OpenSim.Region.Framework.Scenes
5468 return false; 5779 return false;
5469 } 5780 }
5470 5781
5782 if (Permissions.IsGod(agentID))
5783 {
5784 reason = String.Empty;
5785 return true;
5786 }
5787
5471 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5788 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5472 // However, the long term fix is to make sure root agent count is always accurate. 5789 // However, the long term fix is to make sure root agent count is always accurate.
5473 m_sceneGraph.RecalculateStats(); 5790 m_sceneGraph.RecalculateStats();
@@ -5488,6 +5805,41 @@ namespace OpenSim.Region.Framework.Scenes
5488 } 5805 }
5489 } 5806 }
5490 5807
5808 ScenePresence presence = GetScenePresence(agentID);
5809 IClientAPI client = null;
5810 AgentCircuitData aCircuit = null;
5811
5812 if (presence != null)
5813 {
5814 client = presence.ControllingClient;
5815 if (client != null)
5816 aCircuit = client.RequestClientInfo();
5817 }
5818
5819 // We may be called before there is a presence or a client.
5820 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5821 if (client == null)
5822 {
5823 aCircuit = new AgentCircuitData();
5824 aCircuit.AgentID = agentID;
5825 aCircuit.firstname = String.Empty;
5826 aCircuit.lastname = String.Empty;
5827 }
5828
5829 try
5830 {
5831 if (!AuthorizeUser(aCircuit, out reason))
5832 {
5833 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5834 return false;
5835 }
5836 }
5837 catch (Exception e)
5838 {
5839 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5840 return false;
5841 }
5842
5491 if (position == Vector3.Zero) // Teleport 5843 if (position == Vector3.Zero) // Teleport
5492 { 5844 {
5493 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5845 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5516,13 +5868,46 @@ namespace OpenSim.Region.Framework.Scenes
5516 } 5868 }
5517 } 5869 }
5518 } 5870 }
5871
5872 float posX = 128.0f;
5873 float posY = 128.0f;
5874
5875 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5876 {
5877 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5878 return false;
5879 }
5880 }
5881 else // Walking
5882 {
5883 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5884 if (land == null)
5885 return false;
5886
5887 bool banned = land.IsBannedFromLand(agentID);
5888 bool restricted = land.IsRestrictedFromLand(agentID);
5889
5890 if (banned || restricted)
5891 return false;
5519 } 5892 }
5520 5893
5521 reason = String.Empty; 5894 reason = String.Empty;
5522 return true; 5895 return true;
5523 } 5896 }
5524 5897
5525 /// <summary> 5898 public void StartTimerWatchdog()
5899 {
5900 m_timerWatchdog.Interval = 1000;
5901 m_timerWatchdog.Elapsed += TimerWatchdog;
5902 m_timerWatchdog.AutoReset = true;
5903 m_timerWatchdog.Start();
5904 }
5905
5906 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5907 {
5908 CheckHeartbeat();
5909 }
5910
5526 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5911 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5527 /// autopilot that moves an avatar to a sit target!. 5912 /// autopilot that moves an avatar to a sit target!.
5528 /// </summary> 5913 /// </summary>
@@ -5601,6 +5986,11 @@ namespace OpenSim.Region.Framework.Scenes
5601 return m_SpawnPoint - 1; 5986 return m_SpawnPoint - 1;
5602 } 5987 }
5603 5988
5989 private void HandleGcCollect(string module, string[] args)
5990 {
5991 GC.Collect();
5992 }
5993
5604 /// <summary> 5994 /// <summary>
5605 /// Wrappers to get physics modules retrieve assets. 5995 /// Wrappers to get physics modules retrieve assets.
5606 /// </summary> 5996 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a4383fd..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1408,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes
1408 /// <param name="SetPhantom"></param> 1559 /// <param name="SetPhantom"></param>
1409 /// <param name="remoteClient"></param> 1560 /// <param name="remoteClient"></param>
1410 protected internal void UpdatePrimFlags( 1561 protected internal void UpdatePrimFlags(
1411 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1562 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1412 { 1563 {
1413 SceneObjectGroup group = GetGroupByPrim(localID); 1564 SceneObjectGroup group = GetGroupByPrim(localID);
1414 if (group != null) 1565 if (group != null)
@@ -1416,7 +1567,28 @@ namespace OpenSim.Region.Framework.Scenes
1416 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1567 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1417 { 1568 {
1418 // VolumeDetect can't be set via UI and will always be off when a change is made there 1569 // VolumeDetect can't be set via UI and will always be off when a change is made there
1419 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1570 // now only change volume dtc if phantom off
1571
1572 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1573 {
1574 bool vdtc;
1575 if (SetPhantom) // if phantom keep volumedtc
1576 vdtc = group.RootPart.VolumeDetectActive;
1577 else // else turn it off
1578 vdtc = false;
1579
1580 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1581 }
1582 else
1583 {
1584 SceneObjectPart part = GetSceneObjectPart(localID);
1585 if (part != null)
1586 {
1587 part.UpdateExtraPhysics(PhysData);
1588 if (part.UpdatePhysRequired)
1589 remoteClient.SendPartPhysicsProprieties(part);
1590 }
1591 }
1420 } 1592 }
1421 } 1593 }
1422 } 1594 }
@@ -1560,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1560 { 1732 {
1561 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1562 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1563 } 1736 }
1564 } 1737 }
1565 } 1738 }
@@ -1624,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1624 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1625 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1626 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1627 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1628 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1629 1808
@@ -1632,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1632 return; 1811 return;
1633 1812
1634 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1635 try 1815 try
1636 { 1816 {
1817
1637 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1638 1819
1639 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1648,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1648 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1649 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1650 // left for sale and sold off 1831 // left for sale and sold off
1651 child.RootPart.ObjectSaleType = 0; 1832
1652 child.RootPart.SalePrice = 10; 1833 if (child != null)
1653 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1654 } 1839 }
1655 1840
1656 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1679,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1679 } 1864 }
1680 finally 1865 finally
1681 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1682 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1683 } 1878 }
1684 } 1879 }
@@ -1701,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1701 { 1896 {
1702 if (part != null) 1897 if (part != null)
1703 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1704 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1705 { 1905 {
1706 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1715,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1715 1915
1716 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1717 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1718 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1719 } 1921 }
1720 } 1922 }
1721 } 1923 }
1722 1924
1723 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1724 { 1926 {
1725 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1726 // 1928 {
1727 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1728 1930 //
1729 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1730 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1731 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1732 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1733 } 1935 }
1734 1936
1735 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1743,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1743 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1744 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1745 1947
1948 if (numChildren == 1)
1949 break;
1950
1746 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1747 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1748 // 1954 //
1749 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1750 { 1956 if (numChildren > 1)
1751 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1752 //
1753 bool sendEventsToRemainder = true;
1754 if (numChildren > 1)
1755 sendEventsToRemainder = false;
1756 1958
1757 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1758 { 1962 {
1759 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1760 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1761 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1762 1984
1763 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1764 // need to re-link
1765 // 1986 //
1766 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1767 { 1988 {
1768 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1769 // 1990 });
1770 if (newSet.Contains(root))
1771 newSet.Remove(root);
1772
1773 // Preserve link ordering
1774 //
1775 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1776 {
1777 return a.LinkNum.CompareTo(b.LinkNum);
1778 });
1779 1991
1780 // Determine new root 1992 // Determine new root
1781 // 1993 //
1782 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1783 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1784 1996
1785 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1786 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1787 1999
1788 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1789 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1790 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1791 }
1792 } 2003 }
1793 } 2004 }
1794 2005
@@ -1796,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1796 // 2007 //
1797 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1798 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1799 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1800 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1801 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1869,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1869 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1870 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1871 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1872 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1873 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1874 { 2091 {
1875 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1876 2095
1877 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1878 { 2098 {
1879 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1880 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1881 // originalPrimID, offset, AgentID);
1882
1883 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1884 if (original == null)
1885 { 2101 {
1886 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1887 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1888 2104
1889 return null; 2105 if (original.OwnerID != AgentID)
1890 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1891 2109
1892 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1893 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1894 return null;
1895 2111
1896 SceneObjectGroup copy = original.Copy(true); 2112 if (m_parentScene.Permissions.PropagatePermissions())
1897 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1898 2122
1899 if (original.OwnerID != AgentID) 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1900 { 2124 Entities.Add(copy);
1901 copy.SetOwnerId(AgentID);
1902 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1903 2125
1904 SceneObjectPart[] partList = copy.Parts; 2126 lock (SceneObjectGroupsByFullID)
2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1905 2128
1906 if (m_parentScene.Permissions.PropagatePermissions()) 2129 SceneObjectPart[] children = copy.Parts;
2130
2131 lock (SceneObjectGroupsByFullPartID)
1907 { 2132 {
1908 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1909 { 2134 foreach (SceneObjectPart part in children)
1910 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1911 child.TriggerScriptChangedEvent(Changed.OWNER);
1912 child.ApplyNextOwnerPermissions();
1913 }
1914 } 2136 }
1915 2137
1916 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1917 copy.RootPart.SalePrice = 10; 2139 {
1918 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1919 2145
1920 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1921 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1922 2148 // We need to clear the selection flag here, else that
1923 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1924 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1925 2151 copy.IsSelected = false;
1926 SceneObjectPart[] children = copy.Parts; 2152
1927 2153 m_numPrim += copy.Parts.Length;
1928 lock (SceneObjectGroupsByFullPartID) 2154
1929 { 2155 if (rot != Quaternion.Identity)
1930 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1931 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1932 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1933 }
1934
1935 lock (SceneObjectGroupsByLocalPartID)
1936 {
1937 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1938 foreach (SceneObjectPart part in children)
1939 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1940 }
1941 // PROBABLE END OF FIXME
1942
1943 // Since we copy from a source group that is in selected
1944 // state, but the copy is shown deselected in the viewer,
1945 // We need to clear the selection flag here, else that
1946 // prim never gets persisted at all. The client doesn't
1947 // think it's selected, so it will never send a deselect...
1948 copy.IsSelected = false;
1949
1950 m_numPrim += copy.Parts.Length;
1951
1952 if (rot != Quaternion.Identity)
1953 {
1954 copy.UpdateGroupRotationR(rot);
1955 }
1956 2159
1957 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1958 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1959 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1960 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1961 2164
1962 // required for physics to update it's position 2165 // required for physics to update it's position
1963 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1964 2167
1965 return copy; 2168 return copy;
2169 }
1966 } 2170 }
1967 finally 2171 else
1968 { 2172 {
1969 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1970 } 2174 }
2175
2176 return null;
1971 } 2177 }
1972 2178
1973 /// <summary>
1974 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1975 /// </summary> 2180 /// </summary>
1976 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 1e2e973..0e0b6c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,12 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 private Scene m_currentScene = null;
103 104
104 public List<Scene> Scenes 105 public List<Scene> Scenes
105 { 106 {
106 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 108 }
108 109
109 /// <summary> 110 /// <summary>
@@ -120,13 +121,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 121 {
121 if (CurrentScene == null) 122 if (CurrentScene == null)
122 { 123 {
123 lock (m_localScenes) 124 List<Scene> sceneList = Scenes;
124 { 125 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 126 return null;
126 return m_localScenes[0]; 127 return sceneList[0];
127 else
128 return null;
129 }
130 } 128 }
131 else 129 else
132 { 130 {
@@ -138,41 +136,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 136 public SceneManager()
139 { 137 {
140 m_instance = this; 138 m_instance = this;
141 m_localScenes = new List<Scene>(); 139 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 140 }
143 141
144 public void Close() 142 public void Close()
145 { 143 {
144 List<Scene> localScenes = null;
145
146 lock (m_localScenes) 146 lock (m_localScenes)
147 { 147 {
148 for (int i = 0; i < m_localScenes.Count; i++) 148 localScenes = Scenes;
149 { 149 }
150 m_localScenes[i].Close(); 150
151 } 151 for (int i = 0; i < localScenes.Count; i++)
152 {
153 localScenes[i].Close();
152 } 154 }
153 } 155 }
154 156
155 public void Close(Scene cscene) 157 public void Close(Scene cscene)
156 { 158 {
157 lock (m_localScenes) 159 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 160 return;
159 if (m_localScenes.Contains(cscene)) 161 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 162 }
171 163
172 public void Add(Scene scene) 164 public void Add(Scene scene)
173 { 165 {
174 lock (m_localScenes) 166 lock (m_localScenes)
175 m_localScenes.Add(scene); 167 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 168
177 scene.OnRestart += HandleRestart; 169 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 170 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +176,8 @@ namespace OpenSim.Region.Framework.Scenes
184 176
185 lock (m_localScenes) 177 lock (m_localScenes)
186 { 178 {
187 for (int i = 0; i < m_localScenes.Count; i++) 179 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 180 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 181 }
197 182
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 183 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +192,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 192 private void HandleRegionReadyStatusChange(IScene scene)
208 { 193 {
209 lock (m_localScenes) 194 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 195 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 196 }
212 197
213 public void SendSimOnlineNotification(ulong regionHandle) 198 public void SendSimOnlineNotification(ulong regionHandle)
214 { 199 {
215 RegionInfo Result = null; 200 RegionInfo Result = null;
216 201
217 lock (m_localScenes) 202 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 203 {
223 // Inform other regions to tell their avatar about me 204 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 205 return true;
225 } 206 return false;
226 } 207 });
208
209 if (s != null)
210 {
211 List<Scene> sceneList = Scenes;
227 212
228 if (Result != null) 213 for (int i = 0; i < sceneList.Count; i++)
229 { 214 {
230 for (int i = 0; i < m_localScenes.Count; i++) 215 if (sceneList[i]!= s)
231 { 216 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 217 // Inform other regions to tell their avatar about me
233 { 218 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 219 }
238 } 220 }
239 else 221 }
240 { 222 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 223 {
242 } 224 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 225 }
244 } 226 }
245 227
@@ -343,8 +325,8 @@ namespace OpenSim.Region.Framework.Scenes
343 { 325 {
344 if (CurrentScene == null) 326 if (CurrentScene == null)
345 { 327 {
346 lock (m_localScenes) 328 List<Scene> sceneList = Scenes;
347 m_localScenes.ForEach(func); 329 sceneList.ForEach(func);
348 } 330 }
349 else 331 else
350 { 332 {
@@ -373,16 +355,12 @@ namespace OpenSim.Region.Framework.Scenes
373 } 355 }
374 else 356 else
375 { 357 {
376 lock (m_localScenes) 358 Scene s;
359
360 if (m_localScenes.TryGetValue(regionName, out s))
377 { 361 {
378 foreach (Scene scene in m_localScenes) 362 m_currentScene = s;
379 { 363 return true;
380 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
381 {
382 CurrentScene = scene;
383 return true;
384 }
385 }
386 } 364 }
387 365
388 return false; 366 return false;
@@ -391,18 +369,14 @@ namespace OpenSim.Region.Framework.Scenes
391 369
392 public bool TrySetCurrentScene(UUID regionID) 370 public bool TrySetCurrentScene(UUID regionID)
393 { 371 {
394 m_log.Debug("Searching for Region: '" + regionID + "'"); 372// m_log.Debug("Searching for Region: '" + regionID + "'");
395 373
396 lock (m_localScenes) 374 Scene s;
375
376 if (m_localScenes.TryGetValue(regionID, out s))
397 { 377 {
398 foreach (Scene scene in m_localScenes) 378 m_currentScene = s;
399 { 379 return true;
400 if (scene.RegionInfo.RegionID == regionID)
401 {
402 CurrentScene = scene;
403 return true;
404 }
405 }
406 } 380 }
407 381
408 return false; 382 return false;
@@ -410,52 +384,24 @@ namespace OpenSim.Region.Framework.Scenes
410 384
411 public bool TryGetScene(string regionName, out Scene scene) 385 public bool TryGetScene(string regionName, out Scene scene)
412 { 386 {
413 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionName, out scene);
414 {
415 foreach (Scene mscene in m_localScenes)
416 {
417 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
418 {
419 scene = mscene;
420 return true;
421 }
422 }
423 }
424
425 scene = null;
426 return false;
427 } 388 }
428 389
429 public bool TryGetScene(UUID regionID, out Scene scene) 390 public bool TryGetScene(UUID regionID, out Scene scene)
430 { 391 {
431 lock (m_localScenes) 392 return m_localScenes.TryGetValue(regionID, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (mscene.RegionInfo.RegionID == regionID)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 393 }
446 394
447 public bool TryGetScene(uint locX, uint locY, out Scene scene) 395 public bool TryGetScene(uint locX, uint locY, out Scene scene)
448 { 396 {
449 lock (m_localScenes) 397 List<Scene> sceneList = Scenes;
398 foreach (Scene mscene in sceneList)
450 { 399 {
451 foreach (Scene mscene in m_localScenes) 400 if (mscene.RegionInfo.RegionLocX == locX &&
401 mscene.RegionInfo.RegionLocY == locY)
452 { 402 {
453 if (mscene.RegionInfo.RegionLocX == locX && 403 scene = mscene;
454 mscene.RegionInfo.RegionLocY == locY) 404 return true;
455 {
456 scene = mscene;
457 return true;
458 }
459 } 405 }
460 } 406 }
461 407
@@ -465,16 +411,14 @@ namespace OpenSim.Region.Framework.Scenes
465 411
466 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 412 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
467 { 413 {
468 lock (m_localScenes) 414 List<Scene> sceneList = Scenes;
415 foreach (Scene mscene in sceneList)
469 { 416 {
470 foreach (Scene mscene in m_localScenes) 417 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
418 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
471 { 419 {
472 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 420 scene = mscene;
473 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 421 return true;
474 {
475 scene = mscene;
476 return true;
477 }
478 } 422 }
479 } 423 }
480 424
@@ -539,15 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
539 483
540 public RegionInfo GetRegionInfo(UUID regionID) 484 public RegionInfo GetRegionInfo(UUID regionID)
541 { 485 {
542 lock (m_localScenes) 486 Scene s;
487 if (m_localScenes.TryGetValue(regionID, out s))
543 { 488 {
544 foreach (Scene scene in m_localScenes) 489 return s.RegionInfo;
545 {
546 if (scene.RegionInfo.RegionID == regionID)
547 {
548 return scene.RegionInfo;
549 }
550 }
551 } 490 }
552 491
553 return null; 492 return null;
@@ -565,14 +504,12 @@ namespace OpenSim.Region.Framework.Scenes
565 504
566 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
567 { 506 {
568 lock (m_localScenes) 507 List<Scene> sceneList = Scenes;
508 foreach (Scene scene in sceneList)
569 { 509 {
570 foreach (Scene scene in m_localScenes) 510 if (scene.TryGetScenePresence(avatarId, out avatar))
571 { 511 {
572 if (scene.TryGetScenePresence(avatarId, out avatar)) 512 return true;
573 {
574 return true;
575 }
576 } 513 }
577 } 514 }
578 515
@@ -582,15 +519,13 @@ namespace OpenSim.Region.Framework.Scenes
582 519
583 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 520 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
584 { 521 {
585 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
523 foreach (Scene scene in sceneList)
586 { 524 {
587 foreach (Scene scene in m_localScenes) 525 avatar = scene.GetScenePresence(avatarId);
588 {
589 avatar = scene.GetScenePresence(avatarId);
590 526
591 if (avatar != null && !avatar.IsChildAgent) 527 if (avatar != null && !avatar.IsChildAgent)
592 return true; 528 return true;
593 }
594 } 529 }
595 530
596 avatar = null; 531 avatar = null;
@@ -600,21 +535,19 @@ namespace OpenSim.Region.Framework.Scenes
600 public void CloseScene(Scene scene) 535 public void CloseScene(Scene scene)
601 { 536 {
602 lock (m_localScenes) 537 lock (m_localScenes)
603 m_localScenes.Remove(scene); 538 m_localScenes.Remove(scene.RegionInfo.RegionID);
604 539
605 scene.Close(); 540 scene.Close();
606 } 541 }
607 542
608 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 543 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
609 { 544 {
610 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
546 foreach (Scene scene in sceneList)
611 { 547 {
612 foreach (Scene scene in m_localScenes) 548 if (scene.TryGetAvatarByName(avatarName, out avatar))
613 { 549 {
614 if (scene.TryGetAvatarByName(avatarName, out avatar)) 550 return true;
615 {
616 return true;
617 }
618 } 551 }
619 } 552 }
620 553
@@ -624,14 +557,12 @@ namespace OpenSim.Region.Framework.Scenes
624 557
625 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 558 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
626 { 559 {
627 lock (m_localScenes) 560 List<Scene> sceneList = Scenes;
561 foreach (Scene scene in sceneList)
628 { 562 {
629 foreach (Scene scene in m_localScenes) 563 sp = scene.GetScenePresence(firstName, lastName);
630 { 564 if (sp != null && !sp.IsChildAgent)
631 sp = scene.GetScenePresence(firstName, lastName); 565 return true;
632 if (sp != null && !sp.IsChildAgent)
633 return true;
634 }
635 } 566 }
636 567
637 sp = null; 568 sp = null;
@@ -640,8 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
640 571
641 public void ForEachScene(Action<Scene> action) 572 public void ForEachScene(Action<Scene> action)
642 { 573 {
643 lock (m_localScenes) 574 List<Scene> sceneList = Scenes;
644 m_localScenes.ForEach(action); 575 sceneList.ForEach(action);
645 } 576 }
646 } 577 }
647} 578}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..0f5d116 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -77,14 +79,14 @@ namespace OpenSim.Region.Framework.Scenes
77 object_rez = 4194304 79 object_rez = 4194304
78 } 80 }
79 81
80 struct scriptPosTarget 82 public struct scriptPosTarget
81 { 83 {
82 public Vector3 targetPos; 84 public Vector3 targetPos;
83 public float tolerance; 85 public float tolerance;
84 public uint handle; 86 public uint handle;
85 } 87 }
86 88
87 struct scriptRotTarget 89 public struct scriptRotTarget
88 { 90 {
89 public Quaternion targetRot; 91 public Quaternion targetRot;
90 public float tolerance; 92 public float tolerance;
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 117 /// since the group's last persistent backup
116 /// </summary> 118 /// </summary>
117 private bool m_hasGroupChanged = false; 119 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 120 private long timeFirstChanged = 0;
119 private long timeLastChanged; 121 private long timeLastChanged = 0;
122 private long m_maxPersistTime = 0;
123 private long m_minPersistTime = 0;
124// private Random m_rand;
125 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 126
121 /// <summary> 127 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 128 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 139 {
134 if (value) 140 if (value)
135 { 141 {
142
143 if (m_isBackedUp)
144 {
145 m_scene.SceneGraph.FireChangeBackup(this);
146 }
136 timeLastChanged = DateTime.Now.Ticks; 147 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 148 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 149 timeFirstChanged = DateTime.Now.Ticks;
150 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
151 {
152/*
153 if (m_rand == null)
154 {
155 byte[] val = new byte[16];
156 m_rootPart.UUID.ToBytes(val, 0);
157 m_rand = new Random(BitConverter.ToInt32(val, 0));
158 }
159 */
160 if (m_scene.GetRootAgentCount() == 0)
161 {
162 //If the region is empty, this change has been made by an automated process
163 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
164
165// float factor = 1.5f + (float)(m_rand.NextDouble());
166 float factor = 2.0f;
167 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
168 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
169 }
170 else
171 {
172 //If the region is not empty, we want to obey the minimum and maximum persist times
173 //but add a random factor so we stagger the object persistance a little
174// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
175// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
176 m_maxPersistTime = m_scene.m_persistAfter;
177 m_minPersistTime = m_scene.m_dontPersistBefore;
178 }
179 }
139 } 180 }
140 m_hasGroupChanged = value; 181 m_hasGroupChanged = value;
141 182
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 191 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 192 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 193 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 194 public bool HasGroupChangedDueToDelink { get; set; }
154 195
155 private bool isTimeToPersist() 196 private bool isTimeToPersist()
156 { 197 {
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 201 return false;
161 if (m_scene.ShuttingDown) 202 if (m_scene.ShuttingDown)
162 return true; 203 return true;
204
205 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
206 {
207 m_maxPersistTime = m_scene.m_persistAfter;
208 m_minPersistTime = m_scene.m_dontPersistBefore;
209 }
210
163 long currentTime = DateTime.Now.Ticks; 211 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 212
213 if (timeLastChanged == 0) timeLastChanged = currentTime;
214 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
215
216 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 217 return true;
166 return false; 218 return false;
167 } 219 }
@@ -264,26 +316,38 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return RootPart.VolumeDetectActive; } 316 get { return RootPart.VolumeDetectActive; }
265 } 317 }
266 318
267 private Vector3 lastPhysGroupPos;
268 private Quaternion lastPhysGroupRot;
269
270 private bool m_isBackedUp; 319 private bool m_isBackedUp;
271 320
321 public bool IsBackedUp
322 {
323 get { return m_isBackedUp; }
324 }
325
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 326 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 327
274 protected ulong m_regionHandle; 328 protected ulong m_regionHandle;
275 protected SceneObjectPart m_rootPart; 329 protected SceneObjectPart m_rootPart;
276 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 330 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
277 331
278 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 332 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
279 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 333 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
334
335 public SortedDictionary<uint, scriptPosTarget> AtTargets
336 {
337 get { return m_targets; }
338 }
339
340 public SortedDictionary<uint, scriptRotTarget> RotTargets
341 {
342 get { return m_rotTargets; }
343 }
280 344
281 private bool m_scriptListens_atTarget; 345 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 346 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 347 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 348 private bool m_scriptListens_notAtRotTarget;
286 349
350 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 351 internal Dictionary<UUID, string> m_savedScriptState;
288 352
289 #region Properties 353 #region Properties
@@ -320,6 +384,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 384 get { return m_parts.Count; }
321 } 385 }
322 386
387// protected Quaternion m_rotation = Quaternion.Identity;
388//
389// public virtual Quaternion Rotation
390// {
391// get { return m_rotation; }
392// set {
393// m_rotation = value;
394// }
395// }
396
323 public Quaternion GroupRotation 397 public Quaternion GroupRotation
324 { 398 {
325 get { return m_rootPart.RotationOffset; } 399 get { return m_rootPart.RotationOffset; }
@@ -426,7 +500,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 500 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 501 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 502 }
429 503
504
505
506 private struct avtocrossInfo
507 {
508 public ScenePresence av;
509 public uint ParentID;
510 }
511
430 /// <summary> 512 /// <summary>
431 /// The absolute position of this scene object in the scene 513 /// The absolute position of this scene object in the scene
432 /// </summary> 514 /// </summary>
@@ -454,10 +536,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 536 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 537 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 538 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 539 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
540 uint x = 0;
541 uint y = 0;
542 string version = String.Empty;
543 Vector3 newpos = Vector3.Zero;
544 OpenSim.Services.Interfaces.GridRegion destination = null;
545
546 if (m_rootPart.KeyframeMotion != null)
547 m_rootPart.KeyframeMotion.StartCrossingCheck();
548
549 bool canCross = true;
550 foreach (ScenePresence av in m_linkedAvatars)
551 {
552 // We need to cross these agents. First, let's find
553 // out if any of them can't cross for some reason.
554 // We have to deny the crossing entirely if any
555 // of them are banned. Alternatively, we could
556 // unsit banned agents....
557
558
559 // We set the avatar position as being the object
560 // position to get the region to send to
561 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
562 {
563 canCross = false;
564 break;
565 }
566
567 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
568 }
569
570 if (canCross)
571 {
572 // We unparent the SP quietly so that it won't
573 // be made to stand up
574
575 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
576
577 foreach (ScenePresence av in m_linkedAvatars)
578 {
579 avtocrossInfo avinfo = new avtocrossInfo();
580 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
581 if (parentPart != null)
582 av.ParentUUID = parentPart.UUID;
583
584 avinfo.av = av;
585 avinfo.ParentID = av.ParentID;
586 avsToCross.Add(avinfo);
587
588 av.ParentID = 0;
589 }
590
591 // m_linkedAvatars.Clear();
592 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
593
594 // Normalize
595 if (val.X >= Constants.RegionSize)
596 val.X -= Constants.RegionSize;
597 if (val.Y >= Constants.RegionSize)
598 val.Y -= Constants.RegionSize;
599 if (val.X < 0)
600 val.X += Constants.RegionSize;
601 if (val.Y < 0)
602 val.Y += Constants.RegionSize;
603
604 // If it's deleted, crossing was successful
605 if (IsDeleted)
606 {
607 // foreach (ScenePresence av in m_linkedAvatars)
608 foreach (avtocrossInfo avinfo in avsToCross)
609 {
610 ScenePresence av = avinfo.av;
611 if (!av.IsInTransit) // just in case...
612 {
613 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
614
615 av.IsInTransit = true;
616
617 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
618 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
619 }
620 else
621 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
622 }
623 avsToCross.Clear();
624 return;
625 }
626 else // cross failed, put avas back ??
627 {
628 foreach (avtocrossInfo avinfo in avsToCross)
629 {
630 ScenePresence av = avinfo.av;
631 av.ParentUUID = UUID.Zero;
632 av.ParentID = avinfo.ParentID;
633// m_linkedAvatars.Add(av);
634 }
635 }
636 avsToCross.Clear();
637
638 }
639 else
640 {
641 if (m_rootPart.KeyframeMotion != null)
642 m_rootPart.KeyframeMotion.CrossingFailure();
643
644 if (RootPart.PhysActor != null)
645 {
646 RootPart.PhysActor.CrossingFailure();
647 }
648 }
649 Vector3 oldp = AbsolutePosition;
650 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
651 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
652 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 653 }
459 } 654 }
460 655
656/* don't see the need but worse don't see where is restored to false if things stay in
657 foreach (SceneObjectPart part in m_parts.GetArray())
658 {
659 part.IgnoreUndoUpdate = true;
660 }
661 */
461 if (RootPart.GetStatusSandbox()) 662 if (RootPart.GetStatusSandbox())
462 { 663 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 664 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +676,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 676 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 677 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 678 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 679 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 680 if (m_dupeInProgress)
681 triggerScriptEvent = false;
682 foreach (SceneObjectPart part in parts)
683 {
684 part.GroupPosition = val;
685 if (triggerScriptEvent)
686 part.TriggerScriptChangedEvent(Changed.POSITION);
687 }
480 688
689/*
690 This seems not needed and should not be needed:
691 sp absolute position depends on sit part absolute position fixed above.
692 sp ParentPosition is not used anywhere.
693 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
694 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
695
696 if (!m_dupeInProgress)
697 {
698 foreach (ScenePresence av in m_linkedAvatars)
699 {
700 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
701 if (p != null && m_parts.TryGetValue(p.UUID, out p))
702 {
703 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
704 av.AbsolutePosition += offset;
705// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
706 av.SendAvatarDataToAllAgents();
707 }
708 }
709 }
710*/
481 //if (m_rootPart.PhysActor != null) 711 //if (m_rootPart.PhysActor != null)
482 //{ 712 //{
483 //m_rootPart.PhysActor.Position = 713 //m_rootPart.PhysActor.Position =
@@ -491,6 +721,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 721 }
492 } 722 }
493 723
724 public override Vector3 Velocity
725 {
726 get { return RootPart.Velocity; }
727 set { RootPart.Velocity = value; }
728 }
729
730 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
731 {
732 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
733 ScenePresence agent = icon.EndInvoke(iar);
734
735 //// If the cross was successful, this agent is a child agent
736 if (agent.IsChildAgent)
737 {
738 if (agent.ParentUUID != UUID.Zero)
739 {
740 agent.ParentPart = null;
741// agent.ParentPosition = Vector3.Zero;
742// agent.ParentUUID = UUID.Zero;
743 }
744 }
745
746 agent.ParentUUID = UUID.Zero;
747
748// agent.Reset();
749// else // Not successful
750// agent.RestoreInCurrentScene();
751
752 // In any case
753 agent.IsInTransit = false;
754
755 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
756 }
757
494 public override uint LocalId 758 public override uint LocalId
495 { 759 {
496 get { return m_rootPart.LocalId; } 760 get { return m_rootPart.LocalId; }
@@ -561,6 +825,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 825 m_isSelected = value;
562 // Tell physics engine that group is selected 826 // Tell physics engine that group is selected
563 827
828 // this is not right
829 // but ode engines should only really need to know about root part
830 // so they can put entire object simulation on hold and not colliding
831 // keep as was for now
832
564 PhysicsActor pa = m_rootPart.PhysActor; 833 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 834 if (pa != null)
566 { 835 {
@@ -577,6 +846,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 846 childPa.Selected = value;
578 } 847 }
579 } 848 }
849 if (RootPart.KeyframeMotion != null)
850 RootPart.KeyframeMotion.Selected = value;
851 }
852 }
853
854 public void PartSelectChanged(bool partSelect)
855 {
856 // any part selected makes group selected
857 if (m_isSelected == partSelect)
858 return;
859
860 if (partSelect)
861 {
862 IsSelected = partSelect;
863// if (!IsAttachment)
864// ScheduleGroupForFullUpdate();
865 }
866 else
867 {
868 // bad bad bad 2 heavy for large linksets
869 // since viewer does send lot of (un)selects
870 // this needs to be replaced by a specific list or count ?
871 // but that will require extra code in several places
872
873 SceneObjectPart[] parts = m_parts.GetArray();
874 for (int i = 0; i < parts.Length; i++)
875 {
876 SceneObjectPart part = parts[i];
877 if (part.IsSelected)
878 return;
879 }
880 IsSelected = partSelect;
881 if (!IsAttachment)
882 {
883 ScheduleGroupForFullUpdate();
884 }
580 } 885 }
581 } 886 }
582 887
@@ -674,6 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 979 /// </summary>
675 public SceneObjectGroup() 980 public SceneObjectGroup()
676 { 981 {
982
677 } 983 }
678 984
679 /// <summary> 985 /// <summary>
@@ -691,8 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 997 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 998 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 999 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1000 {
695 { 1001 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 1002 }
697 1003
698 /// <summary> 1004 /// <summary>
@@ -727,6 +1033,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1033 /// </summary>
728 public virtual void AttachToBackup() 1034 public virtual void AttachToBackup()
729 { 1035 {
1036 if (IsAttachment) return;
1037 m_scene.SceneGraph.FireAttachToBackup(this);
1038
730 if (InSceneBackup) 1039 if (InSceneBackup)
731 { 1040 {
732 //m_log.DebugFormat( 1041 //m_log.DebugFormat(
@@ -769,6 +1078,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1078
770 ApplyPhysics(); 1079 ApplyPhysics();
771 1080
1081 if (RootPart.PhysActor != null)
1082 RootPart.Force = RootPart.Force;
1083 if (RootPart.PhysActor != null)
1084 RootPart.Torque = RootPart.Torque;
1085 if (RootPart.PhysActor != null)
1086 RootPart.Buoyancy = RootPart.Buoyancy;
1087
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1088 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1089 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1090 //ScheduleGroupForFullUpdate();
@@ -784,6 +1100,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1100 EntityIntersection result = new EntityIntersection();
785 1101
786 SceneObjectPart[] parts = m_parts.GetArray(); 1102 SceneObjectPart[] parts = m_parts.GetArray();
1103
1104 // Find closest hit here
1105 float idist = float.MaxValue;
1106
787 for (int i = 0; i < parts.Length; i++) 1107 for (int i = 0; i < parts.Length; i++)
788 { 1108 {
789 SceneObjectPart part = parts[i]; 1109 SceneObjectPart part = parts[i];
@@ -798,11 +1118,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1118
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1119 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1120
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1121 if (inter.HitTF)
807 { 1122 {
808 // We need to find the closest prim to return to the testcaller along the ray 1123 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1128,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1128 result.obj = part;
814 result.normal = inter.normal; 1129 result.normal = inter.normal;
815 result.distance = inter.distance; 1130 result.distance = inter.distance;
1131
1132 idist = inter.distance;
816 } 1133 }
817 } 1134 }
818 } 1135 }
819
820 return result; 1136 return result;
821 } 1137 }
822 1138
@@ -828,25 +1144,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1144 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1145 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1146 {
831 maxX = -256f; 1147 maxX = float.MinValue;
832 maxY = -256f; 1148 maxY = float.MinValue;
833 maxZ = -256f; 1149 maxZ = float.MinValue;
834 minX = 256f; 1150 minX = float.MaxValue;
835 minY = 256f; 1151 minY = float.MaxValue;
836 minZ = 8192f; 1152 minZ = float.MaxValue;
837 1153
838 SceneObjectPart[] parts = m_parts.GetArray(); 1154 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1155 foreach (SceneObjectPart part in parts)
840 { 1156 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1157 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1158 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1159 Quaternion worldRot;
846 if (part.ParentID == 0) 1160 if (part.ParentID == 0)
1161 {
847 worldRot = part.RotationOffset; 1162 worldRot = part.RotationOffset;
1163 }
848 else 1164 else
1165 {
849 worldRot = part.GetWorldRotation(); 1166 worldRot = part.GetWorldRotation();
1167 }
850 1168
851 Vector3 frontTopLeft; 1169 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1170 Vector3 frontTopRight;
@@ -858,6 +1176,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1176 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1177 Vector3 backBottomRight;
860 1178
1179 // Vector3[] corners = new Vector3[8];
1180
861 Vector3 orig = Vector3.Zero; 1181 Vector3 orig = Vector3.Zero;
862 1182
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1183 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1212,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1212 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1213 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1214
1215
1216
1217 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1218 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1219 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1220 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1221 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1222 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1223 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1224 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1225
1226 //for (int i = 0; i < 8; i++)
1227 //{
1228 // corners[i] = corners[i] * worldRot;
1229 // corners[i] += offset;
1230
1231 // if (corners[i].X > maxX)
1232 // maxX = corners[i].X;
1233 // if (corners[i].X < minX)
1234 // minX = corners[i].X;
1235
1236 // if (corners[i].Y > maxY)
1237 // maxY = corners[i].Y;
1238 // if (corners[i].Y < minY)
1239 // minY = corners[i].Y;
1240
1241 // if (corners[i].Z > maxZ)
1242 // maxZ = corners[i].Y;
1243 // if (corners[i].Z < minZ)
1244 // minZ = corners[i].Z;
1245 //}
1246
895 frontTopLeft = frontTopLeft * worldRot; 1247 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1248 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1249 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1265,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1265 backTopLeft += offset;
914 backTopRight += offset; 1266 backTopRight += offset;
915 1267
1268 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1269 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1270 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1271 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1272 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1273 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1274 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1275 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1276
916 if (frontTopRight.X > maxX) 1277 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1278 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1279 if (frontTopLeft.X > maxX)
@@ -1056,17 +1417,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1417
1057 #endregion 1418 #endregion
1058 1419
1420 public void GetResourcesCosts(SceneObjectPart apart,
1421 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1422 {
1423 // this information may need to be cached
1424
1425 float cost;
1426 float tmpcost;
1427
1428 bool ComplexCost = false;
1429
1430 SceneObjectPart p;
1431 SceneObjectPart[] parts;
1432
1433 lock (m_parts)
1434 {
1435 parts = m_parts.GetArray();
1436 }
1437
1438 int nparts = parts.Length;
1439
1440
1441 for (int i = 0; i < nparts; i++)
1442 {
1443 p = parts[i];
1444
1445 if (p.UsesComplexCost)
1446 {
1447 ComplexCost = true;
1448 break;
1449 }
1450 }
1451
1452 if (ComplexCost)
1453 {
1454 linksetResCost = 0;
1455 linksetPhysCost = 0;
1456 partCost = 0;
1457 partPhysCost = 0;
1458
1459 for (int i = 0; i < nparts; i++)
1460 {
1461 p = parts[i];
1462
1463 cost = p.StreamingCost;
1464 tmpcost = p.SimulationCost;
1465 if (tmpcost > cost)
1466 cost = tmpcost;
1467 tmpcost = p.PhysicsCost;
1468 if (tmpcost > cost)
1469 cost = tmpcost;
1470
1471 linksetPhysCost += tmpcost;
1472 linksetResCost += cost;
1473
1474 if (p == apart)
1475 {
1476 partCost = cost;
1477 partPhysCost = tmpcost;
1478 }
1479 }
1480 }
1481 else
1482 {
1483 partPhysCost = 1.0f;
1484 partCost = 1.0f;
1485 linksetResCost = (float)nparts;
1486 linksetPhysCost = linksetResCost;
1487 }
1488 }
1489
1490 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1491 {
1492 SceneObjectPart p;
1493 SceneObjectPart[] parts;
1494
1495 lock (m_parts)
1496 {
1497 parts = m_parts.GetArray();
1498 }
1499
1500 int nparts = parts.Length;
1501
1502 PhysCost = 0;
1503 StreamCost = 0;
1504 SimulCost = 0;
1505
1506 for (int i = 0; i < nparts; i++)
1507 {
1508 p = parts[i];
1509
1510 StreamCost += p.StreamingCost;
1511 SimulCost += p.SimulationCost;
1512 PhysCost += p.PhysicsCost;
1513 }
1514 }
1515
1059 public void SaveScriptedState(XmlTextWriter writer) 1516 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1517 {
1518 SaveScriptedState(writer, false);
1519 }
1520
1521 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1522 {
1061 XmlDocument doc = new XmlDocument(); 1523 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1524 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1525
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1526 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1527 for (int i = 0; i < parts.Length; i++)
1066 { 1528 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1529 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1530 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1531 states[kvp.Key] = kvp.Value;
1070 } 1532 }
1071 1533
1072 if (states.Count > 0) 1534 if (states.Count > 0)
@@ -1086,6 +1548,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1548 }
1087 1549
1088 /// <summary> 1550 /// <summary>
1551 /// Add the avatar to this linkset (avatar is sat).
1552 /// </summary>
1553 /// <param name="agentID"></param>
1554 public void AddAvatar(UUID agentID)
1555 {
1556 ScenePresence presence;
1557 if (m_scene.TryGetScenePresence(agentID, out presence))
1558 {
1559 if (!m_linkedAvatars.Contains(presence))
1560 {
1561 m_linkedAvatars.Add(presence);
1562 }
1563 }
1564 }
1565
1566 /// <summary>
1567 /// Delete the avatar from this linkset (avatar is unsat).
1568 /// </summary>
1569 /// <param name="agentID"></param>
1570 public void DeleteAvatar(UUID agentID)
1571 {
1572 ScenePresence presence;
1573 if (m_scene.TryGetScenePresence(agentID, out presence))
1574 {
1575 if (m_linkedAvatars.Contains(presence))
1576 {
1577 m_linkedAvatars.Remove(presence);
1578 }
1579 }
1580 }
1581
1582 /// <summary>
1583 /// Returns the list of linked presences (avatars sat on this group)
1584 /// </summary>
1585 /// <param name="agentID"></param>
1586 public List<ScenePresence> GetLinkedAvatars()
1587 {
1588 return m_linkedAvatars;
1589 }
1590
1591 /// <summary>
1592 /// Attach this scene object to the given avatar.
1593 /// </summary>
1594 /// <param name="agentID"></param>
1595 /// <param name="attachmentpoint"></param>
1596 /// <param name="AttachOffset"></param>
1597 private void AttachToAgent(
1598 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1599 {
1600 if (avatar != null)
1601 {
1602 // don't attach attachments to child agents
1603 if (avatar.IsChildAgent) return;
1604
1605 // Remove from database and parcel prim count
1606 m_scene.DeleteFromStorage(so.UUID);
1607 m_scene.EventManager.TriggerParcelPrimCountTainted();
1608
1609 so.AttachedAvatar = avatar.UUID;
1610
1611 if (so.RootPart.PhysActor != null)
1612 {
1613 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1614 so.RootPart.PhysActor = null;
1615 }
1616
1617 so.AbsolutePosition = attachOffset;
1618 so.RootPart.AttachedPos = attachOffset;
1619 so.IsAttachment = true;
1620 so.RootPart.SetParentLocalId(avatar.LocalId);
1621 so.AttachmentPoint = attachmentpoint;
1622
1623 avatar.AddAttachment(this);
1624
1625 if (!silent)
1626 {
1627 // Killing it here will cause the client to deselect it
1628 // It then reappears on the avatar, deselected
1629 // through the full update below
1630 //
1631 if (IsSelected)
1632 {
1633 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1634 }
1635
1636 IsSelected = false; // fudge....
1637 ScheduleGroupForFullUpdate();
1638 }
1639 }
1640 else
1641 {
1642 m_log.WarnFormat(
1643 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1644 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1645 }
1646 }
1647
1648 public byte GetAttachmentPoint()
1649 {
1650 return m_rootPart.Shape.State;
1651 }
1652
1653 public void DetachToGround()
1654 {
1655 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1656 if (avatar == null)
1657 return;
1658
1659 avatar.RemoveAttachment(this);
1660
1661 Vector3 detachedpos = new Vector3(127f,127f,127f);
1662 if (avatar == null)
1663 return;
1664
1665 detachedpos = avatar.AbsolutePosition;
1666 FromItemID = UUID.Zero;
1667
1668 AbsolutePosition = detachedpos;
1669 AttachedAvatar = UUID.Zero;
1670
1671 //SceneObjectPart[] parts = m_parts.GetArray();
1672 //for (int i = 0; i < parts.Length; i++)
1673 // parts[i].AttachedAvatar = UUID.Zero;
1674
1675 m_rootPart.SetParentLocalId(0);
1676 AttachmentPoint = (byte)0;
1677 // must check if buildind should be true or false here
1678 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1679 HasGroupChanged = true;
1680 RootPart.Rezzed = DateTime.Now;
1681 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1682 AttachToBackup();
1683 m_scene.EventManager.TriggerParcelPrimCountTainted();
1684 m_rootPart.ScheduleFullUpdate();
1685 m_rootPart.ClearUndoState();
1686 }
1687
1688 public void DetachToInventoryPrep()
1689 {
1690 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1691 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1692 if (avatar != null)
1693 {
1694 //detachedpos = avatar.AbsolutePosition;
1695 avatar.RemoveAttachment(this);
1696 }
1697
1698 AttachedAvatar = UUID.Zero;
1699
1700 /*SceneObjectPart[] parts = m_parts.GetArray();
1701 for (int i = 0; i < parts.Length; i++)
1702 parts[i].AttachedAvatar = UUID.Zero;*/
1703
1704 m_rootPart.SetParentLocalId(0);
1705 //m_rootPart.SetAttachmentPoint((byte)0);
1706 IsAttachment = false;
1707 AbsolutePosition = m_rootPart.AttachedPos;
1708 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1709 //AttachToBackup();
1710 //m_rootPart.ScheduleFullUpdate();
1711 }
1712
1713 /// <summary>
1089 /// 1714 ///
1090 /// </summary> 1715 /// </summary>
1091 /// <param name="part"></param> 1716 /// <param name="part"></param>
@@ -1125,7 +1750,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1750 public void AddPart(SceneObjectPart part)
1126 { 1751 {
1127 part.SetParent(this); 1752 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1753 m_parts.Add(part.UUID, part);
1754
1755 part.LinkNum = m_parts.Count;
1756
1129 if (part.LinkNum == 2) 1757 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1758 RootPart.LinkNum = 1;
1131 } 1759 }
@@ -1151,6 +1779,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1779 parts[i].UUID = UUID.Random();
1152 } 1780 }
1153 1781
1782 // helper provided for parts.
1783 public int GetSceneMaxUndo()
1784 {
1785 if (m_scene != null)
1786 return m_scene.MaxUndoCount;
1787 return 5;
1788 }
1789
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1790 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1791 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1792 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1844,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1844// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1845// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1846
1211 part.StoreUndoState(); 1847// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1848 part.OnGrab(offsetPos, remoteClient);
1213 } 1849 }
1214 1850
@@ -1228,6 +1864,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1864 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1865 public void DeleteGroupFromScene(bool silent)
1230 { 1866 {
1867 // We need to keep track of this state in case this group is still queued for backup.
1868 IsDeleted = true;
1869
1870 DetachFromBackup();
1871
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1872 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1873 for (int i = 0; i < parts.Length; i++)
1233 { 1874 {
@@ -1251,6 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1892 }
1252 }); 1893 });
1253 } 1894 }
1895
1254 } 1896 }
1255 1897
1256 public void AddScriptLPS(int count) 1898 public void AddScriptLPS(int count)
@@ -1320,28 +1962,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1962 /// </summary>
1321 public void ApplyPhysics() 1963 public void ApplyPhysics()
1322 { 1964 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1965 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1966 if (parts.Length > 1)
1329 { 1967 {
1968 ResetChildPrimPhysicsPositions();
1969
1970 // Apply physics to the root prim
1971 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1972
1973
1330 for (int i = 0; i < parts.Length; i++) 1974 for (int i = 0; i < parts.Length; i++)
1331 { 1975 {
1332 SceneObjectPart part = parts[i]; 1976 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1977 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1978 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1979 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1980 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1981// ResetChildPrimPhysicsPositions();
1982 if (m_rootPart.PhysActor != null)
1983 {
1984 m_rootPart.PhysActor.Building = false;
1985 }
1986 }
1987 else
1988 {
1989 // Apply physics to the root prim
1990 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1991 }
1340 } 1992 }
1341 1993
1342 public void SetOwnerId(UUID userId) 1994 public void SetOwnerId(UUID userId)
1343 { 1995 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1996 ForEachPart(delegate(SceneObjectPart part)
1997 {
1998
1999 part.OwnerID = userId;
2000
2001 });
1345 } 2002 }
1346 2003
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2004 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2030,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2030 return;
1374 } 2031 }
1375 2032
2033 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2034 return;
2035
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2036 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2037 // any exception propogate upwards.
1378 try 2038 try
1379 { 2039 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2040 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2041 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2042 m_scene.LoadingPrims) // Land may not be valid yet
2043
1381 { 2044 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2045 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2046 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2067,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2067 }
1405 } 2068 }
1406 } 2069 }
2070
1407 } 2071 }
1408 2072
1409 if (m_scene.UseBackup && HasGroupChanged) 2073 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2075,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2075 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2076 if (isTimeToPersist() || forcedBackup)
1413 { 2077 {
2078 if (m_rootPart.PhysActor != null &&
2079 (!m_rootPart.PhysActor.IsPhysical))
2080 {
2081 // Possible ghost prim
2082 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2083 {
2084 foreach (SceneObjectPart part in m_parts.GetArray())
2085 {
2086 // Re-set physics actor positions and
2087 // orientations
2088 part.GroupPosition = m_rootPart.GroupPosition;
2089 }
2090 }
2091 }
1414// m_log.DebugFormat( 2092// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2093// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2094// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2095
2096 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2097 {
2098 RootPart.Shape.State = 0;
2099 ScheduleGroupForFullUpdate();
2100 }
2101
1418 SceneObjectGroup backup_group = Copy(false); 2102 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2103 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2104 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2108,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2108 HasGroupChangedDueToDelink = false;
1425 2109
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2110 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2111/*
2112 backup_group.ForEachPart(delegate(SceneObjectPart part)
2113 {
2114 if (part.KeyframeMotion != null)
2115 {
2116 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2117// part.KeyframeMotion.UpdateSceneObject(this);
2118 }
2119 });
2120*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2121 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2122
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2123 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2174,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2174 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2175 public SceneObjectGroup Copy(bool userExposed)
1482 { 2176 {
2177 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2178 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2179 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2180 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2181
2182 // new group as no sitting avatars
2183 dupe.m_linkedAvatars = new List<ScenePresence>();
2184
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2185 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2186 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2187 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2192,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2192 // This is only necessary when userExposed is false!
1495 2193
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2194 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2195
1498 if (!userExposed) 2196 if (!userExposed)
1499 dupe.IsAttachment = true; 2197 dupe.IsAttachment = true;
1500 2198
@@ -1507,16 +2205,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2205
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2206 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2207 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2208
1510 2209
1511 if (userExposed) 2210 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2211 dupe.m_rootPart.TrimPermissions();
1513 2212
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2213 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2214
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2215 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2216 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2217 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2218 }
1520 ); 2219 );
1521 2220
1522 foreach (SceneObjectPart part in partList) 2221 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2225,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2225 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2226 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2227 newPart.LinkNum = part.LinkNum;
1529 } 2228 if (userExposed)
2229 newPart.ParentID = dupe.m_rootPart.LocalId;
2230 }
1530 else 2231 else
1531 { 2232 {
1532 newPart = dupe.m_rootPart; 2233 newPart = dupe.m_rootPart;
1533 } 2234 }
2235/*
2236 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2237 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2238
1535 // Need to duplicate the physics actor as well 2239 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2240 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2241 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2242 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2243 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2244 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2245 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2246 pbs,
1545 newPart.AbsolutePosition, 2247 newPart.AbsolutePosition,
1546 newPart.Scale, 2248 newPart.Scale,
1547 newPart.RotationOffset, 2249 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2250 isphys,
2251 isphan,
1549 newPart.LocalId); 2252 newPart.LocalId);
1550 2253
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2254 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2255 */
2256 if (userExposed)
2257 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2258// }
2259 // copy keyframemotion
2260 if (part.KeyframeMotion != null)
2261 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2262 }
1554 2263
1555 if (userExposed) 2264 if (userExposed)
1556 { 2265 {
1557 dupe.UpdateParentIDs(); 2266// done above dupe.UpdateParentIDs();
2267
2268 if (dupe.m_rootPart.PhysActor != null)
2269 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2270
1558 dupe.HasGroupChanged = true; 2271 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2272 dupe.AttachToBackup();
1560 2273
1561 ScheduleGroupForFullUpdate(); 2274 ScheduleGroupForFullUpdate();
1562 } 2275 }
1563 2276
2277 m_dupeInProgress = false;
1564 return dupe; 2278 return dupe;
1565 } 2279 }
1566 2280
@@ -1572,11 +2286,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2286 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2287 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2288 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2289 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2290 // give newpart a new local ID lettng old part keep same
2291 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2292 newpart.LocalId = m_scene.AllocateLocalId();
2293
2294 SetRootPart(newpart);
2295 if (userExposed)
2296 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2297 }
1577 2298
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2299 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2300 {
2301 if (usePhysics)
2302 {
2303 if (RootPart.KeyframeMotion != null)
2304 RootPart.KeyframeMotion.Stop();
2305 RootPart.KeyframeMotion = null;
2306 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2307 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2308 }
1582 2309
@@ -1624,13 +2351,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2351
1625 if (pa != null) 2352 if (pa != null)
1626 { 2353 {
1627 pa.AddForce(impulse, true); 2354 // false to be applied as a impulse
2355 pa.AddForce(impulse, false);
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2356 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1629 } 2357 }
1630 } 2358 }
1631 } 2359 }
1632 2360
1633 public void applyAngularImpulse(Vector3 impulse) 2361 public void ApplyAngularImpulse(Vector3 impulse)
1634 { 2362 {
1635 PhysicsActor pa = RootPart.PhysActor; 2363 PhysicsActor pa = RootPart.PhysActor;
1636 2364
@@ -1638,21 +2366,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 2366 {
1639 if (!IsAttachment) 2367 if (!IsAttachment)
1640 { 2368 {
1641 pa.AddAngularForce(impulse, true); 2369 // false to be applied as a impulse
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2370 pa.AddAngularForce(impulse, false);
1643 }
1644 }
1645 }
1646
1647 public void setAngularImpulse(Vector3 impulse)
1648 {
1649 PhysicsActor pa = RootPart.PhysActor;
1650
1651 if (pa != null)
1652 {
1653 if (!IsAttachment)
1654 {
1655 pa.Torque = impulse;
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2371 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2372 }
1658 } 2373 }
@@ -1660,20 +2375,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2375
1661 public Vector3 GetTorque() 2376 public Vector3 GetTorque()
1662 { 2377 {
1663 PhysicsActor pa = RootPart.PhysActor; 2378 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2379 }
1676 2380
2381 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2382 public void moveToTarget(Vector3 target, float tau)
1678 { 2383 {
1679 if (IsAttachment) 2384 if (IsAttachment)
@@ -1703,8 +2408,50 @@ namespace OpenSim.Region.Framework.Scenes
1703 2408
1704 if (pa != null) 2409 if (pa != null)
1705 pa.PIDActive = false; 2410 pa.PIDActive = false;
2411
2412 RootPart.ScheduleTerseUpdate(); // send a stop information
1706 } 2413 }
1707 2414
2415 public void rotLookAt(Quaternion target, float strength, float damping)
2416 {
2417 SceneObjectPart rootpart = m_rootPart;
2418 if (rootpart != null)
2419 {
2420 if (IsAttachment)
2421 {
2422 /*
2423 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2424 if (avatar != null)
2425 {
2426 Rotate the Av?
2427 } */
2428 }
2429 else
2430 {
2431 if (rootpart.PhysActor != null)
2432 { // APID must be implemented in your physics system for this to function.
2433 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2434 rootpart.PhysActor.APIDStrength = strength;
2435 rootpart.PhysActor.APIDDamping = damping;
2436 rootpart.PhysActor.APIDActive = true;
2437 }
2438 }
2439 }
2440 }
2441
2442 public void stopLookAt()
2443 {
2444 SceneObjectPart rootpart = m_rootPart;
2445 if (rootpart != null)
2446 {
2447 if (rootpart.PhysActor != null)
2448 { // APID must be implemented in your physics system for this to function.
2449 rootpart.PhysActor.APIDActive = false;
2450 }
2451 }
2452
2453 }
2454
1708 /// <summary> 2455 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2456 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2457 /// </summary>
@@ -1721,7 +2468,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2468 {
1722 pa.PIDHoverHeight = height; 2469 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2470 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2471 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2472 pa.PIDHoverActive = true;
1726 } 2473 }
1727 else 2474 else
@@ -1761,7 +2508,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2508 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2509 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2510 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2511 // give new ID to the new part, letting old keep original
2512 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2513 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2514 newPart.LocalId = m_scene.AllocateLocalId();
2515 newPart.SetParent(this);
2516
1765 AddPart(newPart); 2517 AddPart(newPart);
1766 2518
1767 SetPartAsNonRoot(newPart); 2519 SetPartAsNonRoot(newPart);
@@ -1811,6 +2563,7 @@ namespace OpenSim.Region.Framework.Scenes
1811 2563
1812 #endregion 2564 #endregion
1813 2565
2566
1814 public override void Update() 2567 public override void Update()
1815 { 2568 {
1816 // Check that the group was not deleted before the scheduled update 2569 // Check that the group was not deleted before the scheduled update
@@ -1829,19 +2582,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 // check to see if the physical position or rotation warrant an update. 2582 // check to see if the physical position or rotation warrant an update.
1830 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2583 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1831 { 2584 {
1832 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2585 // rootpart SendScheduledUpdates will check if a update is needed
1833 2586 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1834 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1835 {
1836 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1837 lastPhysGroupPos = AbsolutePosition;
1838 }
1839
1840 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1841 {
1842 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1843 lastPhysGroupRot = GroupRotation;
1844 }
1845 } 2587 }
1846 2588
1847 SceneObjectPart[] parts = m_parts.GetArray(); 2589 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1900,11 +2642,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2642 /// Immediately send a full update for this scene object.
1901 /// </summary> 2643 /// </summary>
1902 public void SendGroupFullUpdate() 2644 public void SendGroupFullUpdate()
1903 { 2645 {
1904 if (IsDeleted) 2646 if (IsDeleted)
1905 return; 2647 return;
1906 2648
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2649// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2650
1909 RootPart.SendFullUpdateToAllClients(); 2651 RootPart.SendFullUpdateToAllClients();
1910 2652
@@ -2060,6 +2802,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2802 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2803 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2804
2805 if (m_rootPart.PhysActor != null)
2806 m_rootPart.PhysActor.Building = true;
2807 if (linkPart.PhysActor != null)
2808 linkPart.PhysActor.Building = true;
2809
2063 // physics flags from group to be applied to linked parts 2810 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2811 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2812 bool grptemporary = IsTemporary;
@@ -2085,12 +2832,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2832 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2833 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2834 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2835 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2836 linkPart.OffsetPosition = axPos;
2090 2837
2091 // Make the linking root SOP's rotation relative to the new root prim 2838 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2839 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2840 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2841 linkPart.RotationOffset = newRot;
2095 2842
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2843 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2871 linkPart.CreateSelected = true;
2125 2872
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2873 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2874 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2875
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2876 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2877 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2881,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2881 }
2135 2882
2136 linkPart.LinkNum = linkNum++; 2883 linkPart.LinkNum = linkNum++;
2884 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2885
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2886 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2887 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2900
2153 // Update the physics flags for the newly added SOP 2901 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2902 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2903 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2904
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2905 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2906 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2918,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2918 objectGroup.IsDeleted = true;
2171 2919
2172 objectGroup.m_parts.Clear(); 2920 objectGroup.m_parts.Clear();
2173 2921
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2922 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2923// objectGroup.m_rootPart = null;
2176 2924
@@ -2184,6 +2932,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2932 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2933 ResetChildPrimPhysicsPositions();
2186 2934
2935 if (m_rootPart.PhysActor != null)
2936 m_rootPart.PhysActor.Building = false;
2937
2187 //HasGroupChanged = true; 2938 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2939 //ScheduleGroupForFullUpdate();
2189 } 2940 }
@@ -2251,7 +3002,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 3002// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3003// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3004// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 3005
3006 if (m_rootPart.PhysActor != null)
3007 m_rootPart.PhysActor.Building = true;
3008
2255 linkPart.ClearUndoState(); 3009 linkPart.ClearUndoState();
2256 3010
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 3011 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3076,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3076
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3077 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3078 // (since delete works by deleting all rows which have a given object id)
3079
3080 // this is as it seems to be in sl now
3081 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3082 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3083
3084 if (m_rootPart.PhysActor != null)
3085 m_rootPart.PhysActor.Building = false;
3086
2325 objectGroup.HasGroupChangedDueToDelink = true; 3087 objectGroup.HasGroupChangedDueToDelink = true;
2326 3088
2327 return objectGroup; 3089 return objectGroup;
@@ -2333,6 +3095,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3095 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3096 public virtual void DetachFromBackup()
2335 { 3097 {
3098 if (m_scene != null)
3099 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3100 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3101 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3102
@@ -2353,7 +3117,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3117 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3118 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3119 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3120 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3121 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3122 part.OffsetPosition = Vector3.Zero;
2358 3123
2359 // Compution our rotation to be not relative to the old parent 3124 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3133,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3133 part.LinkNum = linkNum;
2369 3134
2370 // Compute the new position of this SOP relative to the group position 3135 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3136 part.OffsetPosition = newPos - AbsolutePosition;
2372 3137
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3138 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3139 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3143,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3143 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3144 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3145 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3146 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3147 part.OffsetPosition = pos;
2383 3148
2384 // Compute the SOP's rotation relative to the rotation of the group. 3149 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3150 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3151 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3152 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3153 part.RotationOffset = newRot;
2389 3154
2390 // Since this SOP's state has changed, push those changes into the physics engine 3155 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3156 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3157 // done on caller
3158// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3159 }
2394 3160
2395 /// <summary> 3161 /// <summary>
@@ -2411,10 +3177,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3177 {
2412 if (!m_rootPart.BlockGrab) 3178 if (!m_rootPart.BlockGrab)
2413 { 3179 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3180/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3181 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3182 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3183 */
3184 // empirically convert distance diference to a impulse
3185 Vector3 grabforce = pos - AbsolutePosition;
3186 grabforce = grabforce * (pa.Mass/ 10.0f);
3187 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3188 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3189 }
2420 } 3190 }
@@ -2610,6 +3380,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3380 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3381 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3382 {
3383 HasGroupChanged = true;
3384
2613 SceneObjectPart selectionPart = GetPart(localID); 3385 SceneObjectPart selectionPart = GetPart(localID);
2614 3386
2615 if (SetTemporary && Scene != null) 3387 if (SetTemporary && Scene != null)
@@ -2640,8 +3412,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3412 }
2641 } 3413 }
2642 3414
2643 for (int i = 0; i < parts.Length; i++) 3415 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3416 {
3417 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3418
3419 for (int i = 0; i < parts.Length; i++)
3420 {
3421
3422 if (parts[i].UUID != m_rootPart.UUID)
3423 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3424 }
3425
3426 if (m_rootPart.PhysActor != null)
3427 m_rootPart.PhysActor.Building = false;
3428 }
3429 else
3430 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3431 }
2646 } 3432 }
2647 3433
@@ -2654,6 +3440,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3440 }
2655 } 3441 }
2656 3442
3443
3444
3445 /// <summary>
3446 /// Gets the number of parts
3447 /// </summary>
3448 /// <returns></returns>
3449 public int GetPartCount()
3450 {
3451 return Parts.Count();
3452 }
3453
2657 /// <summary> 3454 /// <summary>
2658 /// Update the texture entry for this part 3455 /// Update the texture entry for this part
2659 /// </summary> 3456 /// </summary>
@@ -2670,11 +3467,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3467
2671 public void AdjustChildPrimPermissions() 3468 public void AdjustChildPrimPermissions()
2672 { 3469 {
3470 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3471 uint foldedPerms = RootPart.OwnerMask & 3;
3472
2673 ForEachPart(part => 3473 ForEachPart(part =>
2674 { 3474 {
3475 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3476 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3477 part.ClonePermissions(RootPart);
2677 }); 3478 });
3479
3480 uint lockMask = ~(uint)PermissionMask.Move;
3481 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3482 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3483 RootPart.ScheduleFullUpdate();
2678 } 3484 }
2679 3485
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3486 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3488,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3488 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3489 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3490
3491 bool god = Scene.Permissions.IsGod(AgentID);
3492
3493 if (field == 1 && god)
3494 {
3495 ForEachPart(part =>
3496 {
3497 part.BaseMask = RootPart.BaseMask;
3498 });
3499 }
3500
2685 AdjustChildPrimPermissions(); 3501 AdjustChildPrimPermissions();
2686 3502
3503 if (field == 1 && god) // Base mask was set. Update all child part inventories
3504 {
3505 foreach (SceneObjectPart part in Parts)
3506 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3507 }
3508
2687 HasGroupChanged = true; 3509 HasGroupChanged = true;
2688 3510
2689 // Send the group's properties to all clients once all parts are updated 3511 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3551,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3551
2730 PhysicsActor pa = m_rootPart.PhysActor; 3552 PhysicsActor pa = m_rootPart.PhysActor;
2731 3553
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3554 if (Scene != null)
2735 { 3555 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3556 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3578,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3578 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3579 if (obPart.UUID != m_rootPart.UUID)
2760 { 3580 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3581 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3582
2764 float f = 1.0f; 3583 float f = 1.0f;
@@ -2870,8 +3689,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3689 z *= a;
2871 } 3690 }
2872 } 3691 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3692 }
2876 } 3693 }
2877 } 3694 }
@@ -2881,9 +3698,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3698 prevScale.Y *= y;
2882 prevScale.Z *= z; 3699 prevScale.Z *= z;
2883 3700
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3701 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3702
2888 for (int i = 0; i < parts.Length; i++) 3703 for (int i = 0; i < parts.Length; i++)
2889 { 3704 {
@@ -2891,8 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3706
2892 if (obPart.UUID != m_rootPart.UUID) 3707 if (obPart.UUID != m_rootPart.UUID)
2893 { 3708 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3709 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3710 currentpos.X *= x;
2898 currentpos.Y *= y; 3711 currentpos.Y *= y;
@@ -2905,16 +3718,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3718
2906 obPart.Resize(newSize); 3719 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3720 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3721 }
2911 3722
2912// obPart.IgnoreUndoUpdate = false; 3723 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3724 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3725 ScheduleGroupForTerseUpdate();
2914 } 3726 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3727 }
2919 3728
2920 #endregion 3729 #endregion
@@ -2927,14 +3736,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3736 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3737 public void UpdateGroupPosition(Vector3 pos)
2929 { 3738 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3740 {
2940 if (IsAttachment) 3741 if (IsAttachment)
@@ -2967,21 +3768,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3768 /// </summary>
2968 /// <param name="pos"></param> 3769 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3770 /// <param name="localID"></param>
3771 ///
3772
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3773 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3774 {
2972 SceneObjectPart part = GetPart(localID); 3775 SceneObjectPart part = GetPart(localID);
2973 3776
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3777 if (part != null)
2979 { 3778 {
2980// m_log.DebugFormat( 3779// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3780 if (m_rootPart.PhysActor != null)
2982 3781 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3782
2986 if (part.UUID == m_rootPart.UUID) 3783 if (part.UUID == m_rootPart.UUID)
2987 { 3784 {
@@ -2992,8 +3789,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3789 part.UpdateOffSet(pos);
2993 } 3790 }
2994 3791
3792 if (m_rootPart.PhysActor != null)
3793 m_rootPart.PhysActor.Building = false;
3794
2995 HasGroupChanged = true; 3795 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3796 }
2998 } 3797 }
2999 3798
@@ -3003,13 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3802 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3803 public void UpdateRootPosition(Vector3 pos)
3005 { 3804 {
3006// m_log.DebugFormat( 3805 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3806 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3807 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3808 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3825,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3825 AbsolutePosition = newPos;
3033 3826
3034 HasGroupChanged = true; 3827 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3828 if (m_rootPart.Undoing)
3829 {
3830 ScheduleGroupForFullUpdate();
3831 }
3832 else
3833 {
3834 ScheduleGroupForTerseUpdate();
3835 }
3036 } 3836 }
3037 3837
3038 #endregion 3838 #endregion
@@ -3045,24 +3845,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3845 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3846 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3847 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3848 m_rootPart.UpdateRotation(rot);
3058 3849
3850/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3851 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3852 if (actor != null)
3061 { 3853 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3854 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3855 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3856 }
3065 3857*/
3066 HasGroupChanged = true; 3858 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3859 ScheduleGroupForTerseUpdate();
3068 } 3860 }
@@ -3074,16 +3866,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3866 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3867 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3868 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3869 m_rootPart.UpdateRotation(rot);
3088 3870
3089 PhysicsActor actor = m_rootPart.PhysActor; 3871 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3884,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3884
3103 HasGroupChanged = true; 3885 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3886 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3887 }
3108 3888
3109 /// <summary> 3889 /// <summary>
@@ -3116,13 +3896,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3896 SceneObjectPart part = GetPart(localID);
3117 3897
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3898 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3899
3122 if (part != null) 3900 if (part != null)
3123 { 3901 {
3124// m_log.DebugFormat( 3902 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3903 m_rootPart.PhysActor.Building = true;
3126 3904
3127 if (part.UUID == m_rootPart.UUID) 3905 if (part.UUID == m_rootPart.UUID)
3128 { 3906 {
@@ -3132,6 +3910,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3910 {
3133 part.UpdateRotation(rot); 3911 part.UpdateRotation(rot);
3134 } 3912 }
3913
3914 if (m_rootPart.PhysActor != null)
3915 m_rootPart.PhysActor.Building = false;
3135 } 3916 }
3136 } 3917 }
3137 3918
@@ -3145,12 +3926,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3926 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3927 if (part != null)
3147 { 3928 {
3148// m_log.DebugFormat( 3929 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3930 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3931
3155 if (part.UUID == m_rootPart.UUID) 3932 if (part.UUID == m_rootPart.UUID)
3156 { 3933 {
@@ -3163,7 +3940,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3940 part.OffsetPosition = pos;
3164 } 3941 }
3165 3942
3166 part.IgnoreUndoUpdate = false; 3943 if (m_rootPart.PhysActor != null)
3944 m_rootPart.PhysActor.Building = false;
3167 } 3945 }
3168 } 3946 }
3169 3947
@@ -3173,15 +3951,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3951 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3952 public void UpdateRootRotation(Quaternion rot)
3175 { 3953 {
3176// m_log.DebugFormat( 3954 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3955 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3956 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3957
3183 m_rootPart.StoreUndoState(); 3958 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3959 m_rootPart.RotationOffset = rot;
3185 3960
3186 PhysicsActor pa = m_rootPart.PhysActor; 3961 PhysicsActor pa = m_rootPart.PhysActor;
3187 3962
@@ -3197,35 +3972,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3972 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3973 if (prim.UUID != m_rootPart.UUID)
3199 { 3974 {
3200 prim.IgnoreUndoUpdate = true; 3975 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3976 NewRot = Quaternion.Inverse(axRot) * NewRot;
3977 prim.RotationOffset = NewRot;
3978
3201 Vector3 axPos = prim.OffsetPosition; 3979 Vector3 axPos = prim.OffsetPosition;
3980
3202 axPos *= oldParentRot; 3981 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3982 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3983 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3984 }
3206 Quaternion newRot = oldParentRot * primsRot; 3985 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3986
3224 m_rootPart.ScheduleTerseUpdate(); 3987 HasGroupChanged = true;
3988 ScheduleGroupForFullUpdate();
3989 }
3225 3990
3226// m_log.DebugFormat( 3991 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3992 {
3228// Name, LocalId, rot); 3993 none = 0,
3994 partterse = 1,
3995 partfull = 2,
3996 groupterse = 3,
3997 groupfull = 4
3998 }
3999
4000 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4001 {
4002 // TODO this still as excessive *.Schedule*Update()s
4003
4004 if (part != null && part.ParentGroup != null)
4005 {
4006 ObjectChangeType change = data.change;
4007 bool togroup = ((change & ObjectChangeType.Group) != 0);
4008 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4009
4010 SceneObjectGroup group = part.ParentGroup;
4011 PhysicsActor pha = group.RootPart.PhysActor;
4012
4013 updatetype updateType = updatetype.none;
4014
4015 if (togroup)
4016 {
4017 // related to group
4018 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4019 {
4020 if ((change & ObjectChangeType.Rotation) != 0)
4021 {
4022 group.RootPart.UpdateRotation(data.rotation);
4023 updateType = updatetype.none;
4024 }
4025 if ((change & ObjectChangeType.Position) != 0)
4026 {
4027 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4028 UpdateGroupPosition(data.position);
4029 updateType = updatetype.groupterse;
4030 }
4031 else
4032 // ugly rotation update of all parts
4033 {
4034 group.ResetChildPrimPhysicsPositions();
4035 }
4036
4037 }
4038 if ((change & ObjectChangeType.Scale) != 0)
4039 {
4040 if (pha != null)
4041 pha.Building = true;
4042
4043 group.GroupResize(data.scale);
4044 updateType = updatetype.none;
4045
4046 if (pha != null)
4047 pha.Building = false;
4048 }
4049 }
4050 else
4051 {
4052 // related to single prim in a link-set ( ie group)
4053 if (pha != null)
4054 pha.Building = true;
4055
4056 // root part is special
4057 // parts offset positions or rotations need to change also
4058
4059 if (part == group.RootPart)
4060 {
4061 if ((change & ObjectChangeType.Rotation) != 0)
4062 group.UpdateRootRotation(data.rotation);
4063 if ((change & ObjectChangeType.Position) != 0)
4064 group.UpdateRootPosition(data.position);
4065 if ((change & ObjectChangeType.Scale) != 0)
4066 part.Resize(data.scale);
4067 }
4068 else
4069 {
4070 if ((change & ObjectChangeType.Position) != 0)
4071 {
4072 part.OffsetPosition = data.position;
4073 updateType = updatetype.partterse;
4074 }
4075 if ((change & ObjectChangeType.Rotation) != 0)
4076 {
4077 part.UpdateRotation(data.rotation);
4078 updateType = updatetype.none;
4079 }
4080 if ((change & ObjectChangeType.Scale) != 0)
4081 {
4082 part.Resize(data.scale);
4083 updateType = updatetype.none;
4084 }
4085 }
4086
4087 if (pha != null)
4088 pha.Building = false;
4089 }
4090
4091 if (updateType != updatetype.none)
4092 {
4093 group.HasGroupChanged = true;
4094
4095 switch (updateType)
4096 {
4097 case updatetype.partterse:
4098 part.ScheduleTerseUpdate();
4099 break;
4100 case updatetype.partfull:
4101 part.ScheduleFullUpdate();
4102 break;
4103 case updatetype.groupterse:
4104 group.ScheduleGroupForTerseUpdate();
4105 break;
4106 case updatetype.groupfull:
4107 group.ScheduleGroupForFullUpdate();
4108 break;
4109 default:
4110 break;
4111 }
4112 }
4113 }
3229 } 4114 }
3230 4115
3231 #endregion 4116 #endregion
@@ -3266,6 +4151,8 @@ namespace OpenSim.Region.Framework.Scenes
3266 waypoint.handle = handle; 4151 waypoint.handle = handle;
3267 lock (m_rotTargets) 4152 lock (m_rotTargets)
3268 { 4153 {
4154 if (m_rotTargets.Count >= 8)
4155 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3269 m_rotTargets.Add(handle, waypoint); 4156 m_rotTargets.Add(handle, waypoint);
3270 } 4157 }
3271 m_scene.AddGroupTarget(this); 4158 m_scene.AddGroupTarget(this);
@@ -3291,6 +4178,8 @@ namespace OpenSim.Region.Framework.Scenes
3291 waypoint.handle = handle; 4178 waypoint.handle = handle;
3292 lock (m_targets) 4179 lock (m_targets)
3293 { 4180 {
4181 if (m_targets.Count >= 8)
4182 m_targets.Remove(m_targets.ElementAt(0).Key);
3294 m_targets.Add(handle, waypoint); 4183 m_targets.Add(handle, waypoint);
3295 } 4184 }
3296 m_scene.AddGroupTarget(this); 4185 m_scene.AddGroupTarget(this);
@@ -3324,10 +4213,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4213 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4214 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4215 {
4216 at_target = true;
4217
3327 // trigger at_target 4218 // trigger at_target
3328 if (m_scriptListens_atTarget) 4219 if (m_scriptListens_atTarget)
3329 { 4220 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4221 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4222 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4223 att.tolerance = target.tolerance;
@@ -3445,11 +4335,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4335 }
3446 } 4336 }
3447 } 4337 }
3448 4338
4339 public Vector3 GetGeometricCenter()
4340 {
4341 // this is not real geometric center but a average of positions relative to root prim acording to
4342 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4343 // ignoring tortured prims details since sl also seems to ignore
4344 // so no real use in doing it on physics
4345
4346 Vector3 gc = Vector3.Zero;
4347
4348 int nparts = m_parts.Count;
4349 if (nparts <= 1)
4350 return gc;
4351
4352 SceneObjectPart[] parts = m_parts.GetArray();
4353 nparts = parts.Length; // just in case it changed
4354 if (nparts <= 1)
4355 return gc;
4356
4357 Quaternion parentRot = RootPart.RotationOffset;
4358 Vector3 pPos;
4359
4360 // average all parts positions
4361 for (int i = 0; i < nparts; i++)
4362 {
4363 // do it directly
4364 // gc += parts[i].GetWorldPosition();
4365 if (parts[i] != RootPart)
4366 {
4367 pPos = parts[i].OffsetPosition;
4368 gc += pPos;
4369 }
4370
4371 }
4372 gc /= nparts;
4373
4374 // relative to root:
4375// gc -= AbsolutePosition;
4376 return gc;
4377 }
4378
3449 public float GetMass() 4379 public float GetMass()
3450 { 4380 {
3451 float retmass = 0f; 4381 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4382 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4383 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4384 retmass += parts[i].GetMass();
@@ -3457,6 +4386,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4386 return retmass;
3458 } 4387 }
3459 4388
4389 // center of mass of full object
4390 public Vector3 GetCenterOfMass()
4391 {
4392 PhysicsActor pa = RootPart.PhysActor;
4393
4394 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4395 {
4396 // physics knows better about center of mass of physical prims
4397 Vector3 tmp = pa.CenterOfMass;
4398 return tmp;
4399 }
4400
4401 Vector3 Ptot = Vector3.Zero;
4402 float totmass = 0f;
4403 float m;
4404
4405 SceneObjectPart[] parts = m_parts.GetArray();
4406 for (int i = 0; i < parts.Length; i++)
4407 {
4408 m = parts[i].GetMass();
4409 Ptot += parts[i].GetPartCenterOfMass() * m;
4410 totmass += m;
4411 }
4412
4413 if (totmass == 0)
4414 totmass = 0;
4415 else
4416 totmass = 1 / totmass;
4417 Ptot *= totmass;
4418
4419 return Ptot;
4420 }
4421
3460 /// <summary> 4422 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4423 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4424 /// the physics engine can use it.
@@ -3636,6 +4598,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4598 FromItemID = uuid;
3637 } 4599 }
3638 4600
4601 public void ResetOwnerChangeFlag()
4602 {
4603 ForEachPart(delegate(SceneObjectPart part)
4604 {
4605 part.ResetOwnerChangeFlag();
4606 });
4607 }
4608
3639 #endregion 4609 #endregion
3640 } 4610 }
3641} 4611}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 189d298..79779a8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -63,7 +63,8 @@ namespace OpenSim.Region.Framework.Scenes
63 TELEPORT = 512, 63 TELEPORT = 512,
64 REGION_RESTART = 1024, 64 REGION_RESTART = 1024,
65 MEDIA = 2048, 65 MEDIA = 2048,
66 ANIMATION = 16384 66 ANIMATION = 16384,
67 POSITION = 32768
67 } 68 }
68 69
69 // I don't really know where to put this except here. 70 // I don't really know where to put this except here.
@@ -122,7 +123,18 @@ namespace OpenSim.Region.Framework.Scenes
122 /// Denote all sides of the prim 123 /// Denote all sides of the prim
123 /// </value> 124 /// </value>
124 public const int ALL_SIDES = -1; 125 public const int ALL_SIDES = -1;
125 126
127 private const scriptEvents PhysicsNeededSubsEvents = (
128 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
129 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
130 );
131 private const scriptEvents PhyscicsPhantonSubsEvents = (
132 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
133 );
134 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
135 scriptEvents.collision_start | scriptEvents.collision_end
136 );
137
126 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 138 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
127 139
128 /// <summary> 140 /// <summary>
@@ -138,7 +150,7 @@ namespace OpenSim.Region.Framework.Scenes
138 /// </remarks> 150 /// </remarks>
139 public bool IsRoot 151 public bool IsRoot
140 { 152 {
141 get { return ParentGroup.RootPart == this; } 153 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
142 } 154 }
143 155
144 /// <summary> 156 /// <summary>
@@ -197,12 +209,25 @@ namespace OpenSim.Region.Framework.Scenes
197 209
198 public double SoundRadius; 210 public double SoundRadius;
199 211
212
200 public uint TimeStampFull; 213 public uint TimeStampFull;
201 214
202 public uint TimeStampLastActivity; // Will be used for AutoReturn 215 public uint TimeStampLastActivity; // Will be used for AutoReturn
203 216
204 public uint TimeStampTerse; 217 public uint TimeStampTerse;
205 218
219 // The following two are to hold the attachment data
220 // while an object is inworld
221 [XmlIgnore]
222 public byte AttachPoint = 0;
223
224 [XmlIgnore]
225 public Vector3 AttachOffset = Vector3.Zero;
226
227 [XmlIgnore]
228 public Quaternion AttachRotation = Quaternion.Identity;
229
230 [XmlIgnore]
206 public int STATUS_ROTATE_X; 231 public int STATUS_ROTATE_X;
207 232
208 public int STATUS_ROTATE_Y; 233 public int STATUS_ROTATE_Y;
@@ -229,8 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
229 254
230 public Vector3 RotationAxis = Vector3.One; 255 public Vector3 RotationAxis = Vector3.One;
231 256
232 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 257 public bool VolumeDetectActive;
233 // Certainly this must be a persistant setting finally
234 258
235 public bool IsWaitingForFirstSpinUpdatePacket; 259 public bool IsWaitingForFirstSpinUpdatePacket;
236 260
@@ -270,10 +294,10 @@ namespace OpenSim.Region.Framework.Scenes
270 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
271 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
272 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
273 private string m_text = String.Empty; 298 private string m_text = String.Empty;
274 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
275 private readonly List<UndoState> m_undo = new List<UndoState>(5); 300 private UndoRedoState m_UndoRedo = null;
276 private readonly List<UndoState> m_redo = new List<UndoState>(5);
277 301
278 private bool m_passTouches = false; 302 private bool m_passTouches = false;
279 private bool m_passCollisions = false; 303 private bool m_passCollisions = false;
@@ -301,8 +325,20 @@ namespace OpenSim.Region.Framework.Scenes
301 protected Vector3 m_lastVelocity; 325 protected Vector3 m_lastVelocity;
302 protected Vector3 m_lastAcceleration; 326 protected Vector3 m_lastAcceleration;
303 protected Vector3 m_lastAngularVelocity; 327 protected Vector3 m_lastAngularVelocity;
304 protected int m_lastTerseSent; 328 protected int m_lastUpdateSentTime;
305 329 protected float m_buoyancy = 0.0f;
330 protected Vector3 m_force;
331 protected Vector3 m_torque;
332
333 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
334 protected float m_density = 1000.0f; // in kg/m^3
335 protected float m_gravitymod = 1.0f;
336 protected float m_friction = 0.6f; // wood
337 protected float m_bounce = 0.5f; // wood
338
339
340 protected bool m_isSelected = false;
341
306 /// <summary> 342 /// <summary>
307 /// Stores media texture data 343 /// Stores media texture data
308 /// </summary> 344 /// </summary>
@@ -314,10 +350,25 @@ namespace OpenSim.Region.Framework.Scenes
314 private Vector3 m_cameraAtOffset; 350 private Vector3 m_cameraAtOffset;
315 private bool m_forceMouselook; 351 private bool m_forceMouselook;
316 352
317 // TODO: Collision sound should have default. 353
354 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
355 private sbyte m_collisionSoundType;
318 private UUID m_collisionSound; 356 private UUID m_collisionSound;
319 private float m_collisionSoundVolume; 357 private float m_collisionSoundVolume;
320 358
359 private int LastColSoundSentTime;
360
361
362 private SOPVehicle m_vehicleParams = null;
363
364 private KeyframeMotion m_keyframeMotion = null;
365
366 public KeyframeMotion KeyframeMotion
367 {
368 get; set;
369 }
370
371
321 #endregion Fields 372 #endregion Fields
322 373
323// ~SceneObjectPart() 374// ~SceneObjectPart()
@@ -347,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
347 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 398 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
348 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 399 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
349 m_inventory = new SceneObjectPartInventory(this); 400 m_inventory = new SceneObjectPartInventory(this);
401 LastColSoundSentTime = Util.EnvironmentTickCount();
350 } 402 }
351 403
352 /// <summary> 404 /// <summary>
@@ -361,7 +413,7 @@ namespace OpenSim.Region.Framework.Scenes
361 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 413 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
362 Quaternion rotationOffset, Vector3 offsetPosition) : this() 414 Quaternion rotationOffset, Vector3 offsetPosition) : this()
363 { 415 {
364 m_name = "Primitive"; 416 m_name = "Object";
365 417
366 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 418 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
367 LastOwnerID = CreatorID = OwnerID = ownerID; 419 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -400,7 +452,7 @@ namespace OpenSim.Region.Framework.Scenes
400 private uint _ownerMask = (uint)PermissionMask.All; 452 private uint _ownerMask = (uint)PermissionMask.All;
401 private uint _groupMask = (uint)PermissionMask.None; 453 private uint _groupMask = (uint)PermissionMask.None;
402 private uint _everyoneMask = (uint)PermissionMask.None; 454 private uint _everyoneMask = (uint)PermissionMask.None;
403 private uint _nextOwnerMask = (uint)PermissionMask.All; 455 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
404 private PrimFlags _flags = PrimFlags.None; 456 private PrimFlags _flags = PrimFlags.None;
405 private DateTime m_expires; 457 private DateTime m_expires;
406 private DateTime m_rezzed; 458 private DateTime m_rezzed;
@@ -494,12 +546,16 @@ namespace OpenSim.Region.Framework.Scenes
494 } 546 }
495 547
496 /// <value> 548 /// <value>
497 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 549 /// Get the inventory list
498 /// </value> 550 /// </value>
499 public TaskInventoryDictionary TaskInventory 551 public TaskInventoryDictionary TaskInventory
500 { 552 {
501 get { return m_inventory.Items; } 553 get {
502 set { m_inventory.Items = value; } 554 return m_inventory.Items;
555 }
556 set {
557 m_inventory.Items = value;
558 }
503 } 559 }
504 560
505 /// <summary> 561 /// <summary>
@@ -549,20 +605,6 @@ namespace OpenSim.Region.Framework.Scenes
549 } 605 }
550 } 606 }
551 607
552 public byte Material
553 {
554 get { return (byte) m_material; }
555 set
556 {
557 m_material = (Material)value;
558
559 PhysicsActor pa = PhysActor;
560
561 if (pa != null)
562 pa.SetMaterial((int)value);
563 }
564 }
565
566 [XmlIgnore] 608 [XmlIgnore]
567 public bool PassTouches 609 public bool PassTouches
568 { 610 {
@@ -588,6 +630,18 @@ namespace OpenSim.Region.Framework.Scenes
588 } 630 }
589 } 631 }
590 632
633 public bool IsSelected
634 {
635 get { return m_isSelected; }
636 set
637 {
638 m_isSelected = value;
639 if (ParentGroup != null)
640 ParentGroup.PartSelectChanged(value);
641 }
642 }
643
644
591 public Dictionary<int, string> CollisionFilter 645 public Dictionary<int, string> CollisionFilter
592 { 646 {
593 get { return m_CollisionFilter; } 647 get { return m_CollisionFilter; }
@@ -656,14 +710,12 @@ namespace OpenSim.Region.Framework.Scenes
656 set { m_LoopSoundSlavePrims = value; } 710 set { m_LoopSoundSlavePrims = value; }
657 } 711 }
658 712
659
660 public Byte[] TextureAnimation 713 public Byte[] TextureAnimation
661 { 714 {
662 get { return m_TextureAnimation; } 715 get { return m_TextureAnimation; }
663 set { m_TextureAnimation = value; } 716 set { m_TextureAnimation = value; }
664 } 717 }
665 718
666
667 public Byte[] ParticleSystem 719 public Byte[] ParticleSystem
668 { 720 {
669 get { return m_particleSystem; } 721 get { return m_particleSystem; }
@@ -700,9 +752,12 @@ namespace OpenSim.Region.Framework.Scenes
700 { 752 {
701 // If this is a linkset, we don't want the physics engine mucking up our group position here. 753 // If this is a linkset, we don't want the physics engine mucking up our group position here.
702 PhysicsActor actor = PhysActor; 754 PhysicsActor actor = PhysActor;
703 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 755 if (ParentID == 0)
704 if (actor != null && ParentID == 0) 756 {
705 m_groupPosition = actor.Position; 757 if (actor != null)
758 m_groupPosition = actor.Position;
759 return m_groupPosition;
760 }
706 761
707 // If I'm an attachment, my position is reported as the position of who I'm attached to 762 // If I'm an attachment, my position is reported as the position of who I'm attached to
708 if (ParentGroup.IsAttachment) 763 if (ParentGroup.IsAttachment)
@@ -712,14 +767,16 @@ namespace OpenSim.Region.Framework.Scenes
712 return sp.AbsolutePosition; 767 return sp.AbsolutePosition;
713 } 768 }
714 769
770 // use root prim's group position. Physics may have updated it
771 if (ParentGroup.RootPart != this)
772 m_groupPosition = ParentGroup.RootPart.GroupPosition;
715 return m_groupPosition; 773 return m_groupPosition;
716 } 774 }
717 set 775 set
718 { 776 {
719 m_groupPosition = value; 777 m_groupPosition = value;
720
721 PhysicsActor actor = PhysActor; 778 PhysicsActor actor = PhysActor;
722 if (actor != null) 779 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
723 { 780 {
724 try 781 try
725 { 782 {
@@ -743,16 +800,6 @@ namespace OpenSim.Region.Framework.Scenes
743 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 800 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
744 } 801 }
745 } 802 }
746
747 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
748 if (SitTargetAvatar != UUID.Zero)
749 {
750 ScenePresence avatar;
751 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
752 {
753 avatar.ParentPosition = GetWorldPosition();
754 }
755 }
756 } 803 }
757 } 804 }
758 805
@@ -761,7 +808,7 @@ namespace OpenSim.Region.Framework.Scenes
761 get { return m_offsetPosition; } 808 get { return m_offsetPosition; }
762 set 809 set
763 { 810 {
764// StoreUndoState(); 811 Vector3 oldpos = m_offsetPosition;
765 m_offsetPosition = value; 812 m_offsetPosition = value;
766 813
767 if (ParentGroup != null && !ParentGroup.IsDeleted) 814 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -773,10 +820,25 @@ namespace OpenSim.Region.Framework.Scenes
773 actor.Orientation = GetWorldRotation(); 820 actor.Orientation = GetWorldRotation();
774 821
775 // Tell the physics engines that this prim changed. 822 // Tell the physics engines that this prim changed.
776 if (ParentGroup.Scene != null) 823 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
777 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 824 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
778 } 825 }
826
827 if (!m_parentGroup.m_dupeInProgress)
828 {
829 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
830 foreach (ScenePresence av in avs)
831 {
832 if (av.ParentID == m_localId)
833 {
834 Vector3 offset = (m_offsetPosition - oldpos);
835 av.AbsolutePosition += offset;
836 av.SendAvatarDataToAllAgents();
837 }
838 }
839 }
779 } 840 }
841 TriggerScriptChangedEvent(Changed.POSITION);
780 } 842 }
781 } 843 }
782 844
@@ -827,7 +889,7 @@ namespace OpenSim.Region.Framework.Scenes
827 889
828 set 890 set
829 { 891 {
830 StoreUndoState(); 892// StoreUndoState();
831 m_rotationOffset = value; 893 m_rotationOffset = value;
832 894
833 PhysicsActor actor = PhysActor; 895 PhysicsActor actor = PhysActor;
@@ -915,19 +977,36 @@ namespace OpenSim.Region.Framework.Scenes
915 get 977 get
916 { 978 {
917 PhysicsActor actor = PhysActor; 979 PhysicsActor actor = PhysActor;
918 if ((actor != null) && actor.IsPhysical) 980 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
919 { 981 {
920 m_angularVelocity = actor.RotationalVelocity; 982 m_angularVelocity = actor.RotationalVelocity;
921 } 983 }
922 return m_angularVelocity; 984 return m_angularVelocity;
923 } 985 }
924 set { m_angularVelocity = value; } 986 set
987 {
988 m_angularVelocity = value;
989 PhysicsActor actor = PhysActor;
990 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
991 {
992 actor.RotationalVelocity = m_angularVelocity;
993 }
994 }
925 } 995 }
926 996
927 /// <summary></summary> 997 /// <summary></summary>
928 public Vector3 Acceleration 998 public Vector3 Acceleration
929 { 999 {
930 get { return m_acceleration; } 1000 get
1001 {
1002 PhysicsActor actor = PhysActor;
1003 if (actor != null)
1004 {
1005 m_acceleration = actor.Acceleration;
1006 }
1007 return m_acceleration;
1008 }
1009
931 set { m_acceleration = value; } 1010 set { m_acceleration = value; }
932 } 1011 }
933 1012
@@ -995,7 +1074,10 @@ namespace OpenSim.Region.Framework.Scenes
995 public PrimitiveBaseShape Shape 1074 public PrimitiveBaseShape Shape
996 { 1075 {
997 get { return m_shape; } 1076 get { return m_shape; }
998 set { m_shape = value;} 1077 set
1078 {
1079 m_shape = value;
1080 }
999 } 1081 }
1000 1082
1001 /// <summary> 1083 /// <summary>
@@ -1008,7 +1090,6 @@ namespace OpenSim.Region.Framework.Scenes
1008 { 1090 {
1009 if (m_shape != null) 1091 if (m_shape != null)
1010 { 1092 {
1011 StoreUndoState();
1012 1093
1013 m_shape.Scale = value; 1094 m_shape.Scale = value;
1014 1095
@@ -1035,6 +1116,7 @@ namespace OpenSim.Region.Framework.Scenes
1035 } 1116 }
1036 1117
1037 public UpdateRequired UpdateFlag { get; set; } 1118 public UpdateRequired UpdateFlag { get; set; }
1119 public bool UpdatePhysRequired { get; set; }
1038 1120
1039 /// <summary> 1121 /// <summary>
1040 /// Used for media on a prim. 1122 /// Used for media on a prim.
@@ -1075,10 +1157,7 @@ namespace OpenSim.Region.Framework.Scenes
1075 { 1157 {
1076 get 1158 get
1077 { 1159 {
1078 if (ParentGroup.IsAttachment) 1160 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1079 return GroupPosition;
1080
1081 return m_offsetPosition + m_groupPosition;
1082 } 1161 }
1083 } 1162 }
1084 1163
@@ -1256,6 +1335,13 @@ namespace OpenSim.Region.Framework.Scenes
1256 _flags = value; 1335 _flags = value;
1257 } 1336 }
1258 } 1337 }
1338
1339 [XmlIgnore]
1340 public bool IsOccupied // KF If an av is sittingon this prim
1341 {
1342 get { return m_occupied; }
1343 set { m_occupied = value; }
1344 }
1259 1345
1260 /// <summary> 1346 /// <summary>
1261 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1347 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1306,12 +1392,41 @@ namespace OpenSim.Region.Framework.Scenes
1306 set { m_sitAnimation = value; } 1392 set { m_sitAnimation = value; }
1307 } 1393 }
1308 1394
1395 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1396
1397 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1398 // runtime thing.. do not persist
1399 [XmlIgnore]
1400 public sbyte CollisionSoundType
1401 {
1402 get
1403 {
1404 return m_collisionSoundType;
1405 }
1406 set
1407 {
1408 m_collisionSoundType = value;
1409 if (value == -1)
1410 m_collisionSound = invalidCollisionSoundUUID;
1411 else if (value == 0)
1412 m_collisionSound = UUID.Zero;
1413 }
1414 }
1415
1309 public UUID CollisionSound 1416 public UUID CollisionSound
1310 { 1417 {
1311 get { return m_collisionSound; } 1418 get { return m_collisionSound; }
1312 set 1419 set
1313 { 1420 {
1314 m_collisionSound = value; 1421 m_collisionSound = value;
1422
1423 if (value == invalidCollisionSoundUUID)
1424 m_collisionSoundType = -1;
1425 else if (value == UUID.Zero)
1426 m_collisionSoundType = 0;
1427 else
1428 m_collisionSoundType = 1;
1429
1315 aggregateScriptEvents(); 1430 aggregateScriptEvents();
1316 } 1431 }
1317 } 1432 }
@@ -1322,6 +1437,324 @@ namespace OpenSim.Region.Framework.Scenes
1322 set { m_collisionSoundVolume = value; } 1437 set { m_collisionSoundVolume = value; }
1323 } 1438 }
1324 1439
1440 public float Buoyancy
1441 {
1442 get
1443 {
1444 if (ParentGroup.RootPart == this)
1445 return m_buoyancy;
1446
1447 return ParentGroup.RootPart.Buoyancy;
1448 }
1449 set
1450 {
1451 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1452 {
1453 ParentGroup.RootPart.Buoyancy = value;
1454 return;
1455 }
1456 m_buoyancy = value;
1457 if (PhysActor != null)
1458 PhysActor.Buoyancy = value;
1459 }
1460 }
1461
1462 public Vector3 Force
1463 {
1464 get
1465 {
1466 if (ParentGroup.RootPart == this)
1467 return m_force;
1468
1469 return ParentGroup.RootPart.Force;
1470 }
1471
1472 set
1473 {
1474 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1475 {
1476 ParentGroup.RootPart.Force = value;
1477 return;
1478 }
1479 m_force = value;
1480 if (PhysActor != null)
1481 PhysActor.Force = value;
1482 }
1483 }
1484
1485 public Vector3 Torque
1486 {
1487 get
1488 {
1489 if (ParentGroup.RootPart == this)
1490 return m_torque;
1491
1492 return ParentGroup.RootPart.Torque;
1493 }
1494
1495 set
1496 {
1497 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1498 {
1499 ParentGroup.RootPart.Torque = value;
1500 return;
1501 }
1502 m_torque = value;
1503 if (PhysActor != null)
1504 PhysActor.Torque = value;
1505 }
1506 }
1507
1508 public byte Material
1509 {
1510 get { return (byte)m_material; }
1511 set
1512 {
1513 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1514 {
1515 bool update = false;
1516
1517 if (m_material != (Material)value)
1518 {
1519 update = true;
1520 m_material = (Material)value;
1521 }
1522
1523 if (m_friction != SOPMaterialData.friction(m_material))
1524 {
1525 update = true;
1526 m_friction = SOPMaterialData.friction(m_material);
1527 }
1528
1529 if (m_bounce != SOPMaterialData.bounce(m_material))
1530 {
1531 update = true;
1532 m_bounce = SOPMaterialData.bounce(m_material);
1533 }
1534
1535 if (update)
1536 {
1537 if (PhysActor != null)
1538 {
1539 PhysActor.SetMaterial((int)value);
1540 }
1541 if(ParentGroup != null)
1542 ParentGroup.HasGroupChanged = true;
1543 ScheduleFullUpdateIfNone();
1544 UpdatePhysRequired = true;
1545 }
1546 }
1547 }
1548 }
1549
1550 // not a propriety to move to methods place later
1551 private bool HasMesh()
1552 {
1553 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1554 return true;
1555 return false;
1556 }
1557
1558 // not a propriety to move to methods place later
1559 public byte DefaultPhysicsShapeType()
1560 {
1561 byte type;
1562
1563 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1564 type = (byte)PhysShapeType.convex;
1565 else
1566 type = (byte)PhysShapeType.prim;
1567
1568 return type;
1569 }
1570
1571 [XmlIgnore]
1572 public bool UsesComplexCost
1573 {
1574 get
1575 {
1576 byte pst = PhysicsShapeType;
1577 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1578 return true;
1579 return false;
1580 }
1581 }
1582
1583 [XmlIgnore]
1584 public float PhysicsCost
1585 {
1586 get
1587 {
1588 if(PhysicsShapeType == (byte)PhysShapeType.none)
1589 return 0;
1590
1591 float cost = 0.1f;
1592 if (PhysActor != null)
1593 cost = PhysActor.PhysicsCost;
1594 else
1595 cost = 0.1f;
1596
1597 if ((Flags & PrimFlags.Physics) != 0)
1598 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1599 return cost;
1600 }
1601 }
1602
1603 [XmlIgnore]
1604 public float StreamingCost
1605 {
1606 get
1607 {
1608 float cost;
1609 if (PhysActor != null)
1610 cost = PhysActor.StreamCost;
1611 else
1612 cost = 1.0f;
1613 return 1.0f;
1614 }
1615 }
1616
1617 [XmlIgnore]
1618 public float SimulationCost
1619 {
1620 get
1621 {
1622 // ignoring scripts. Don't like considering them for this
1623 if((Flags & PrimFlags.Physics) != 0)
1624 return 1.0f;
1625
1626 return 0.5f;
1627 }
1628 }
1629
1630 public byte PhysicsShapeType
1631 {
1632 get { return m_physicsShapeType; }
1633 set
1634 {
1635 byte oldv = m_physicsShapeType;
1636
1637 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1638 {
1639 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1640 m_physicsShapeType = DefaultPhysicsShapeType();
1641 else
1642 m_physicsShapeType = value;
1643 }
1644 else
1645 m_physicsShapeType = DefaultPhysicsShapeType();
1646
1647 if (m_physicsShapeType != oldv && ParentGroup != null)
1648 {
1649 if (m_physicsShapeType == (byte)PhysShapeType.none)
1650 {
1651 if (PhysActor != null)
1652 {
1653 Velocity = new Vector3(0, 0, 0);
1654 Acceleration = new Vector3(0, 0, 0);
1655 if (ParentGroup.RootPart == this)
1656 AngularVelocity = new Vector3(0, 0, 0);
1657 ParentGroup.Scene.RemovePhysicalPrim(1);
1658 RemoveFromPhysics();
1659 }
1660 }
1661 else if (PhysActor == null)
1662 {
1663 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1664 UpdatePhysicsSubscribedEvents();
1665 }
1666 else
1667 {
1668 PhysActor.PhysicsShapeType = m_physicsShapeType;
1669// if (Shape.SculptEntry)
1670// CheckSculptAndLoad();
1671 }
1672
1673 if (ParentGroup != null)
1674 ParentGroup.HasGroupChanged = true;
1675 }
1676
1677 if (m_physicsShapeType != value)
1678 {
1679 UpdatePhysRequired = true;
1680 }
1681 }
1682 }
1683
1684 public float Density // in kg/m^3
1685 {
1686 get { return m_density; }
1687 set
1688 {
1689 if (value >=1 && value <= 22587.0)
1690 {
1691 m_density = value;
1692 UpdatePhysRequired = true;
1693 }
1694
1695 ScheduleFullUpdateIfNone();
1696
1697 if (ParentGroup != null)
1698 ParentGroup.HasGroupChanged = true;
1699 }
1700 }
1701
1702 public float GravityModifier
1703 {
1704 get { return m_gravitymod; }
1705 set
1706 {
1707 if( value >= -1 && value <=28.0f)
1708 {
1709 m_gravitymod = value;
1710 UpdatePhysRequired = true;
1711 }
1712
1713 ScheduleFullUpdateIfNone();
1714
1715 if (ParentGroup != null)
1716 ParentGroup.HasGroupChanged = true;
1717
1718 }
1719 }
1720
1721 public float Friction
1722 {
1723 get { return m_friction; }
1724 set
1725 {
1726 if (value >= 0 && value <= 255.0f)
1727 {
1728 m_friction = value;
1729 UpdatePhysRequired = true;
1730 }
1731
1732 ScheduleFullUpdateIfNone();
1733
1734 if (ParentGroup != null)
1735 ParentGroup.HasGroupChanged = true;
1736 }
1737 }
1738
1739 public float Bounciness
1740 {
1741 get { return m_bounce; }
1742 set
1743 {
1744 if (value >= 0 && value <= 1.0f)
1745 {
1746 m_bounce = value;
1747 UpdatePhysRequired = true;
1748 }
1749
1750 ScheduleFullUpdateIfNone();
1751
1752 if (ParentGroup != null)
1753 ParentGroup.HasGroupChanged = true;
1754 }
1755 }
1756
1757
1325 #endregion Public Properties with only Get 1758 #endregion Public Properties with only Get
1326 1759
1327 private uint ApplyMask(uint val, bool set, uint mask) 1760 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1467,6 +1900,61 @@ namespace OpenSim.Region.Framework.Scenes
1467 } 1900 }
1468 } 1901 }
1469 1902
1903 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1904 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1905 {
1906 if (ParentGroup == null || ParentGroup.IsDeleted)
1907 return;
1908
1909 if (ParentGroup.IsAttachment)
1910 return; // don't work on attachments (for now ??)
1911
1912 SceneObjectPart root = ParentGroup.RootPart;
1913
1914 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1915 return;
1916
1917 PhysicsActor pa = root.PhysActor;
1918
1919 if (pa == null || !pa.IsPhysical)
1920 return;
1921
1922 if (localGlobalTF)
1923 {
1924 pVel = pVel * GetWorldRotation();
1925 }
1926
1927 ParentGroup.Velocity = pVel;
1928 }
1929
1930 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1931 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1932 {
1933 if (ParentGroup == null || ParentGroup.IsDeleted)
1934 return;
1935
1936 if (ParentGroup.IsAttachment)
1937 return; // don't work on attachments (for now ??)
1938
1939 SceneObjectPart root = ParentGroup.RootPart;
1940
1941 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1942 return;
1943
1944 PhysicsActor pa = root.PhysActor;
1945
1946 if (pa == null || !pa.IsPhysical)
1947 return;
1948
1949 if (localGlobalTF)
1950 {
1951 pAngVel = pAngVel * GetWorldRotation();
1952 }
1953
1954 root.AngularVelocity = pAngVel;
1955 }
1956
1957
1470 /// <summary> 1958 /// <summary>
1471 /// hook to the physics scene to apply angular impulse 1959 /// hook to the physics scene to apply angular impulse
1472 /// This is sent up to the group, which then finds the root prim 1960 /// This is sent up to the group, which then finds the root prim
@@ -1487,7 +1975,7 @@ namespace OpenSim.Region.Framework.Scenes
1487 impulse = newimpulse; 1975 impulse = newimpulse;
1488 } 1976 }
1489 1977
1490 ParentGroup.applyAngularImpulse(impulse); 1978 ParentGroup.ApplyAngularImpulse(impulse);
1491 } 1979 }
1492 1980
1493 /// <summary> 1981 /// <summary>
@@ -1497,20 +1985,24 @@ namespace OpenSim.Region.Framework.Scenes
1497 /// </summary> 1985 /// </summary>
1498 /// <param name="impulsei">Vector force</param> 1986 /// <param name="impulsei">Vector force</param>
1499 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1987 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1500 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1988
1989 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1990 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1501 { 1991 {
1502 Vector3 impulse = impulsei; 1992 Vector3 torque = torquei;
1503 1993
1504 if (localGlobalTF) 1994 if (localGlobalTF)
1505 { 1995 {
1996/*
1506 Quaternion grot = GetWorldRotation(); 1997 Quaternion grot = GetWorldRotation();
1507 Quaternion AXgrot = grot; 1998 Quaternion AXgrot = grot;
1508 Vector3 AXimpulsei = impulsei; 1999 Vector3 AXimpulsei = impulsei;
1509 Vector3 newimpulse = AXimpulsei * AXgrot; 2000 Vector3 newimpulse = AXimpulsei * AXgrot;
1510 impulse = newimpulse; 2001 */
2002 torque *= GetWorldRotation();
1511 } 2003 }
1512 2004
1513 ParentGroup.setAngularImpulse(impulse); 2005 Torque = torque;
1514 } 2006 }
1515 2007
1516 /// <summary> 2008 /// <summary>
@@ -1518,17 +2010,23 @@ namespace OpenSim.Region.Framework.Scenes
1518 /// </summary> 2010 /// </summary>
1519 /// <param name="rootObjectFlags"></param> 2011 /// <param name="rootObjectFlags"></param>
1520 /// <param name="VolumeDetectActive"></param> 2012 /// <param name="VolumeDetectActive"></param>
1521 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2013 /// <param name="building"></param>
2014
2015 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1522 { 2016 {
2017 VolumeDetectActive = _VolumeDetectActive;
2018
1523 if (!ParentGroup.Scene.CollidablePrims) 2019 if (!ParentGroup.Scene.CollidablePrims)
1524 return; 2020 return;
1525 2021
1526// m_log.DebugFormat( 2022 if (PhysicsShapeType == (byte)PhysShapeType.none)
1527// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2023 return;
1528// Name, LocalId, UUID, m_physicalPrim); 2024
2025 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2026 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1529 2027
1530 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2028 if (_VolumeDetectActive)
1531 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2029 isPhantom = true;
1532 2030
1533 if (IsJoint()) 2031 if (IsJoint())
1534 { 2032 {
@@ -1536,22 +2034,14 @@ namespace OpenSim.Region.Framework.Scenes
1536 } 2034 }
1537 else 2035 else
1538 { 2036 {
1539 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2037 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1540 if (VolumeDetectActive) 2038 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1541 isPhantom = false;
1542
1543 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1544 // or flexible
1545 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1546 { 2039 {
1547 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2040 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1548 bool rigidBody = isPhysical && !isPhantom; 2041 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1549
1550 PhysicsActor pa = AddToPhysics(rigidBody);
1551
1552 if (pa != null)
1553 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1554 } 2042 }
2043 else
2044 PhysActor = null; // just to be sure
1555 } 2045 }
1556 } 2046 }
1557 2047
@@ -1603,6 +2093,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 dupe.Category = Category; 2093 dupe.Category = Category;
1604 dupe.m_rezzed = m_rezzed; 2094 dupe.m_rezzed = m_rezzed;
1605 2095
2096 dupe.m_UndoRedo = null;
2097 dupe.m_isSelected = false;
2098
2099 dupe.IgnoreUndoUpdate = false;
2100 dupe.Undoing = false;
2101
1606 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2102 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1607 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2103 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1608 2104
@@ -1618,6 +2114,7 @@ namespace OpenSim.Region.Framework.Scenes
1618 2114
1619 // Move afterwards ResetIDs as it clears the localID 2115 // Move afterwards ResetIDs as it clears the localID
1620 dupe.LocalId = localID; 2116 dupe.LocalId = localID;
2117
1621 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2118 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1622 dupe.LastOwnerID = OwnerID; 2119 dupe.LastOwnerID = OwnerID;
1623 2120
@@ -1625,6 +2122,9 @@ namespace OpenSim.Region.Framework.Scenes
1625 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2122 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1626 dupe.Shape.ExtraParams = extraP; 2123 dupe.Shape.ExtraParams = extraP;
1627 2124
2125 // safeguard actual copy is done in sog.copy
2126 dupe.KeyframeMotion = null;
2127
1628 dupe.DynAttrs.CopyFrom(DynAttrs); 2128 dupe.DynAttrs.CopyFrom(DynAttrs);
1629 2129
1630 if (userExposed) 2130 if (userExposed)
@@ -1638,8 +2138,12 @@ namespace OpenSim.Region.Framework.Scenes
1638*/ 2138*/
1639 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2139 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1640 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2140 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2141// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1641 } 2142 }
1642 2143
2144 if (dupe.PhysActor != null)
2145 dupe.PhysActor.LocalID = localID;
2146
1643 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2147 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1644 2148
1645// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2149// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1658,10 +2162,10 @@ namespace OpenSim.Region.Framework.Scenes
1658 { 2162 {
1659 if (asset != null) 2163 if (asset != null)
1660 SculptTextureCallback(asset); 2164 SculptTextureCallback(asset);
1661 else 2165// else
1662 m_log.WarnFormat( 2166// m_log.WarnFormat(
1663 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2167// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1664 Name, UUID, id); 2168// Name, UUID, id);
1665 } 2169 }
1666*/ 2170*/
1667 /// <summary> 2171 /// <summary>
@@ -1760,6 +2264,7 @@ namespace OpenSim.Region.Framework.Scenes
1760 2264
1761 /// <summary> 2265 /// <summary>
1762 /// Do a physics propery update for this part. 2266 /// Do a physics propery update for this part.
2267 /// now also updates phantom and volume detector
1763 /// </summary> 2268 /// </summary>
1764 /// <param name="UsePhysics"></param> 2269 /// <param name="UsePhysics"></param>
1765 /// <param name="isNew"></param> 2270 /// <param name="isNew"></param>
@@ -1785,61 +2290,69 @@ namespace OpenSim.Region.Framework.Scenes
1785 { 2290 {
1786 if (pa.IsPhysical) // implies UsePhysics==false for this block 2291 if (pa.IsPhysical) // implies UsePhysics==false for this block
1787 { 2292 {
1788 if (!isNew) 2293 if (!isNew) // implies UsePhysics==false for this block
2294 {
1789 ParentGroup.Scene.RemovePhysicalPrim(1); 2295 ParentGroup.Scene.RemovePhysicalPrim(1);
1790 2296
1791 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2297 Velocity = new Vector3(0, 0, 0);
1792 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2298 Acceleration = new Vector3(0, 0, 0);
1793 pa.delink(); 2299 if (ParentGroup.RootPart == this)
2300 AngularVelocity = new Vector3(0, 0, 0);
1794 2301
1795 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2302 if (pa.Phantom && !VolumeDetectActive)
1796 { 2303 {
1797 // destroy all joints connected to this now deactivated body 2304 RemoveFromPhysics();
1798 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2305 return;
1799 } 2306 }
1800 2307
1801 // stop client-side interpolation of all joint proxy objects that have just been deleted 2308 pa.IsPhysical = UsePhysics;
1802 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2309 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1803 // which stops client-side interpolation of deactivated joint proxy objects. 2310 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2311 pa.delink();
2312 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2313 {
2314 // destroy all joints connected to this now deactivated body
2315 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2316 }
2317 }
1804 } 2318 }
1805 2319
1806 if (!UsePhysics && !isNew) 2320 if (pa.IsPhysical != UsePhysics)
1807 { 2321 pa.IsPhysical = UsePhysics;
1808 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1809 // prim still has velocity and continues to interpolate its position along the old
1810 // velocity-vector.
1811 Velocity = new Vector3(0, 0, 0);
1812 Acceleration = new Vector3(0, 0, 0);
1813 AngularVelocity = new Vector3(0, 0, 0);
1814 //RotationalVelocity = new Vector3(0, 0, 0);
1815 }
1816 2322
1817 pa.IsPhysical = UsePhysics; 2323 if (UsePhysics)
2324 {
2325 if (ParentGroup.RootPart.KeyframeMotion != null)
2326 ParentGroup.RootPart.KeyframeMotion.Stop();
2327 ParentGroup.RootPart.KeyframeMotion = null;
2328 ParentGroup.Scene.AddPhysicalPrim(1);
1818 2329
1819 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2330 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1820 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2331 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1821 /// that's not wholesome. Had to make Scene public
1822 //PhysActor = null;
1823 2332
1824 if ((Flags & PrimFlags.Phantom) == 0) 2333 if (ParentID != 0 && ParentID != LocalId)
1825 {
1826 if (UsePhysics)
1827 { 2334 {
1828 ParentGroup.Scene.AddPhysicalPrim(1); 2335 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1829 2336
1830 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2337 if (parentPa != null)
1831 pa.OnOutOfBounds += PhysicsOutOfBounds;
1832 if (ParentID != 0 && ParentID != LocalId)
1833 { 2338 {
1834 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2339 pa.link(parentPa);
1835
1836 if (parentPa != null)
1837 {
1838 pa.link(parentPa);
1839 }
1840 } 2340 }
1841 } 2341 }
1842 } 2342 }
2343 }
2344
2345 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2346 if (pa.Phantom != phan)
2347 pa.Phantom = phan;
2348
2349// some engines dont' have this check still
2350// if (VolumeDetectActive != pa.IsVolumeDtc)
2351 {
2352 if (VolumeDetectActive)
2353 pa.SetVolumeDetect(1);
2354 else
2355 pa.SetVolumeDetect(0);
1843 } 2356 }
1844 2357
1845 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2358 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1958,42 +2471,63 @@ namespace OpenSim.Region.Framework.Scenes
1958 2471
1959 public Vector3 GetGeometricCenter() 2472 public Vector3 GetGeometricCenter()
1960 { 2473 {
2474 // this is not real geometric center but a average of positions relative to root prim acording to
2475 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2476 // ignoring tortured prims details since sl also seems to ignore
2477 // so no real use in doing it on physics
2478 if (ParentGroup.IsDeleted)
2479 return new Vector3(0, 0, 0);
2480
2481 return ParentGroup.GetGeometricCenter();
2482 }
2483
2484 public float GetMass()
2485 {
1961 PhysicsActor pa = PhysActor; 2486 PhysicsActor pa = PhysActor;
1962 2487
1963 if (pa != null) 2488 if (pa != null)
1964 return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); 2489 return pa.Mass;
1965 else 2490 else
1966 return new Vector3(0, 0, 0); 2491 return 0;
1967 } 2492 }
1968 2493
1969 public Vector3 GetCenterOfMass() 2494 public Vector3 GetCenterOfMass()
1970 { 2495 {
2496 if (ParentGroup.RootPart == this)
2497 {
2498 if (ParentGroup.IsDeleted)
2499 return AbsolutePosition;
2500 return ParentGroup.GetCenterOfMass();
2501 }
2502
1971 PhysicsActor pa = PhysActor; 2503 PhysicsActor pa = PhysActor;
1972 2504
1973 if (pa != null) 2505 if (pa != null)
1974 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2506 {
2507 Vector3 tmp = pa.CenterOfMass;
2508 return tmp;
2509 }
1975 else 2510 else
1976 return new Vector3(0, 0, 0); 2511 return AbsolutePosition;
1977 } 2512 }
1978 2513
1979 public float GetMass() 2514 public Vector3 GetPartCenterOfMass()
1980 { 2515 {
1981 PhysicsActor pa = PhysActor; 2516 PhysicsActor pa = PhysActor;
1982 2517
1983 if (pa != null) 2518 if (pa != null)
1984 return pa.Mass; 2519 {
2520 Vector3 tmp = pa.CenterOfMass;
2521 return tmp;
2522 }
1985 else 2523 else
1986 return 0; 2524 return AbsolutePosition;
1987 } 2525 }
1988 2526
2527
1989 public Vector3 GetForce() 2528 public Vector3 GetForce()
1990 { 2529 {
1991 PhysicsActor pa = PhysActor; 2530 return Force;
1992
1993 if (pa != null)
1994 return pa.Force;
1995 else
1996 return Vector3.Zero;
1997 } 2531 }
1998 2532
1999 /// <summary> 2533 /// <summary>
@@ -2208,15 +2742,25 @@ namespace OpenSim.Region.Framework.Scenes
2208 2742
2209 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2743 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2210 { 2744 {
2211 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2745 bool sendToRoot = true;
2212 {
2213 ColliderArgs LandCollidingMessage = new ColliderArgs();
2214 List<DetectedObject> colliding = new List<DetectedObject>();
2215
2216 colliding.Add(CreateDetObjectForGround());
2217 LandCollidingMessage.Colliders = colliding;
2218 2746
2747 ColliderArgs LandCollidingMessage = new ColliderArgs();
2748 List<DetectedObject> colliding = new List<DetectedObject>();
2749
2750 colliding.Add(CreateDetObjectForGround());
2751 LandCollidingMessage.Colliders = colliding;
2752
2753 if (Inventory.ContainsScripts())
2754 {
2755 if (!PassCollisions)
2756 sendToRoot = false;
2757 }
2758 if ((ScriptEvents & ev) != 0)
2219 notify(LocalId, LandCollidingMessage); 2759 notify(LocalId, LandCollidingMessage);
2760
2761 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2762 {
2763 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2220 } 2764 }
2221 } 2765 }
2222 2766
@@ -2232,57 +2776,120 @@ namespace OpenSim.Region.Framework.Scenes
2232 List<uint> endedColliders = new List<uint>(); 2776 List<uint> endedColliders = new List<uint>();
2233 List<uint> startedColliders = new List<uint>(); 2777 List<uint> startedColliders = new List<uint>();
2234 2778
2235 // calculate things that started colliding this time 2779 if (collissionswith.Count == 0)
2236 // and build up list of colliders this time
2237 foreach (uint localid in collissionswith.Keys)
2238 { 2780 {
2239 thisHitColliders.Add(localid); 2781 if (m_lastColliders.Count == 0)
2240 if (!m_lastColliders.Contains(localid)) 2782 return; // nothing to do
2241 startedColliders.Add(localid);
2242 }
2243 2783
2244 // calculate things that ended colliding 2784 foreach (uint localID in m_lastColliders)
2245 foreach (uint localID in m_lastColliders) 2785 {
2246 {
2247 if (!thisHitColliders.Contains(localID))
2248 endedColliders.Add(localID); 2786 endedColliders.Add(localID);
2787 }
2788 m_lastColliders.Clear();
2249 } 2789 }
2250 2790
2251 //add the items that started colliding this time to the last colliders list. 2791 else
2252 foreach (uint localID in startedColliders) 2792 {
2253 m_lastColliders.Add(localID); 2793 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2794
2795 // calculate things that started colliding this time
2796 // and build up list of colliders this time
2797 if (!VolumeDetectActive && CollisionSoundType >= 0)
2798 {
2799 CollisionForSoundInfo soundinfo;
2800 ContactPoint curcontact;
2254 2801
2255 // remove things that ended colliding from the last colliders list 2802 foreach (uint id in collissionswith.Keys)
2256 foreach (uint localID in endedColliders) 2803 {
2257 m_lastColliders.Remove(localID); 2804 thisHitColliders.Add(id);
2805 if (!m_lastColliders.Contains(id))
2806 {
2807 startedColliders.Add(id);
2258 2808
2259 // play the sound. 2809 curcontact = collissionswith[id];
2260 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2810 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2261 { 2811 {
2262 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2812 soundinfo = new CollisionForSoundInfo();
2263 if (soundModule != null) 2813 soundinfo.colliderID = id;
2814 soundinfo.position = curcontact.Position;
2815 soundinfo.relativeVel = curcontact.RelativeSpeed;
2816 soundinfolist.Add(soundinfo);
2817 }
2818 }
2819 }
2820 }
2821 else
2264 { 2822 {
2265 soundModule.SendSound(UUID, CollisionSound, 2823 foreach (uint id in collissionswith.Keys)
2266 CollisionSoundVolume, true, (byte)0, 0, false, 2824 {
2267 false); 2825 thisHitColliders.Add(id);
2826 if (!m_lastColliders.Contains(id))
2827 startedColliders.Add(id);
2828 }
2829 }
2830
2831 // calculate things that ended colliding
2832 foreach (uint localID in m_lastColliders)
2833 {
2834 if (!thisHitColliders.Contains(localID))
2835 endedColliders.Add(localID);
2268 } 2836 }
2837
2838 //add the items that started colliding this time to the last colliders list.
2839 foreach (uint localID in startedColliders)
2840 m_lastColliders.Add(localID);
2841
2842 // remove things that ended colliding from the last colliders list
2843 foreach (uint localID in endedColliders)
2844 m_lastColliders.Remove(localID);
2845
2846 // play sounds.
2847 if (soundinfolist.Count > 0)
2848 CollisionSounds.PartCollisionSound(this, soundinfolist);
2269 } 2849 }
2270 2850
2271 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2851 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2272 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2852 if (!VolumeDetectActive)
2853 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2273 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2854 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2274 2855
2275 if (startedColliders.Contains(0)) 2856 if (startedColliders.Contains(0))
2276 { 2857 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2277 if (m_lastColliders.Contains(0)) 2858 if (m_lastColliders.Contains(0))
2278 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2859 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2279 else
2280 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2281 }
2282 if (endedColliders.Contains(0)) 2860 if (endedColliders.Contains(0))
2283 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2861 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2284 } 2862 }
2285 2863
2864 // The Collision sounds code calls this
2865 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2866 {
2867 if (soundID == UUID.Zero)
2868 return;
2869
2870 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2871 if (soundModule == null)
2872 return;
2873
2874 if (volume > 1)
2875 volume = 1;
2876 if (volume < 0)
2877 volume = 0;
2878
2879 int now = Util.EnvironmentTickCount();
2880 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2881 return;
2882
2883 LastColSoundSentTime = now;
2884
2885 UUID ownerID = OwnerID;
2886 UUID objectID = ParentGroup.RootPart.UUID;
2887 UUID parentID = ParentGroup.UUID;
2888 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2889
2890 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2891 }
2892
2286 public void PhysicsOutOfBounds(Vector3 pos) 2893 public void PhysicsOutOfBounds(Vector3 pos)
2287 { 2894 {
2288 // Note: This is only being called on the root prim at this time. 2895 // Note: This is only being called on the root prim at this time.
@@ -2304,9 +2911,9 @@ namespace OpenSim.Region.Framework.Scenes
2304 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2911 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2305 2912
2306 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2913 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2307 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2914 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2308 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2915 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2309 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2916 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2310 { 2917 {
2311 ParentGroup.AbsolutePosition = newpos; 2918 ParentGroup.AbsolutePosition = newpos;
2312 return; 2919 return;
@@ -2433,6 +3040,19 @@ namespace OpenSim.Region.Framework.Scenes
2433 APIDTarget = Quaternion.Identity; 3040 APIDTarget = Quaternion.Identity;
2434 } 3041 }
2435 3042
3043
3044
3045 public void ScheduleFullUpdateIfNone()
3046 {
3047 if (ParentGroup == null)
3048 return;
3049
3050// ??? ParentGroup.HasGroupChanged = true;
3051
3052 if (UpdateFlag != UpdateRequired.FULL)
3053 ScheduleFullUpdate();
3054 }
3055
2436 /// <summary> 3056 /// <summary>
2437 /// Schedules this prim for a full update 3057 /// Schedules this prim for a full update
2438 /// </summary> 3058 /// </summary>
@@ -2578,6 +3198,14 @@ namespace OpenSim.Region.Framework.Scenes
2578 if (ParentGroup == null) 3198 if (ParentGroup == null)
2579 return; 3199 return;
2580 3200
3201 // Update the "last" values
3202 m_lastPosition = OffsetPosition;
3203 m_lastRotation = RotationOffset;
3204 m_lastVelocity = Velocity;
3205 m_lastAcceleration = Acceleration;
3206 m_lastAngularVelocity = AngularVelocity;
3207 m_lastUpdateSentTime = Environment.TickCount;
3208
2581 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3209 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2582 { 3210 {
2583 SendFullUpdate(avatar.ControllingClient); 3211 SendFullUpdate(avatar.ControllingClient);
@@ -2636,8 +3264,8 @@ namespace OpenSim.Region.Framework.Scenes
2636 { 3264 {
2637 const float ROTATION_TOLERANCE = 0.01f; 3265 const float ROTATION_TOLERANCE = 0.01f;
2638 const float VELOCITY_TOLERANCE = 0.001f; 3266 const float VELOCITY_TOLERANCE = 0.001f;
2639 const float POSITION_TOLERANCE = 0.05f; 3267 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2640 const int TIME_MS_TOLERANCE = 3000; 3268 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2641 3269
2642 switch (UpdateFlag) 3270 switch (UpdateFlag)
2643 { 3271 {
@@ -2651,17 +3279,10 @@ namespace OpenSim.Region.Framework.Scenes
2651 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3279 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2652 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3280 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2653 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3281 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2654 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3282 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2655 { 3283 {
2656 SendTerseUpdateToAllClients(); 3284 SendTerseUpdateToAllClients();
2657 3285
2658 // Update the "last" values
2659 m_lastPosition = OffsetPosition;
2660 m_lastRotation = RotationOffset;
2661 m_lastVelocity = Velocity;
2662 m_lastAcceleration = Acceleration;
2663 m_lastAngularVelocity = AngularVelocity;
2664 m_lastTerseSent = Environment.TickCount;
2665 } 3286 }
2666 break; 3287 break;
2667 } 3288 }
@@ -2679,6 +3300,17 @@ namespace OpenSim.Region.Framework.Scenes
2679 /// </summary> 3300 /// </summary>
2680 public void SendTerseUpdateToAllClients() 3301 public void SendTerseUpdateToAllClients()
2681 { 3302 {
3303 if (ParentGroup == null || ParentGroup.Scene == null)
3304 return;
3305
3306 // Update the "last" values
3307 m_lastPosition = OffsetPosition;
3308 m_lastRotation = RotationOffset;
3309 m_lastVelocity = Velocity;
3310 m_lastAcceleration = Acceleration;
3311 m_lastAngularVelocity = AngularVelocity;
3312 m_lastUpdateSentTime = Environment.TickCount;
3313
2682 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3314 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2683 { 3315 {
2684 SendTerseUpdateToClient(client); 3316 SendTerseUpdateToClient(client);
@@ -2702,10 +3334,13 @@ namespace OpenSim.Region.Framework.Scenes
2702 3334
2703 public void SetBuoyancy(float fvalue) 3335 public void SetBuoyancy(float fvalue)
2704 { 3336 {
2705 PhysicsActor pa = PhysActor; 3337 Buoyancy = fvalue;
2706 3338/*
2707 if (pa != null) 3339 if (PhysActor != null)
2708 pa.Buoyancy = fvalue; 3340 {
3341 PhysActor.Buoyancy = fvalue;
3342 }
3343 */
2709 } 3344 }
2710 3345
2711 public void SetDieAtEdge(bool p) 3346 public void SetDieAtEdge(bool p)
@@ -2721,47 +3356,111 @@ namespace OpenSim.Region.Framework.Scenes
2721 PhysicsActor pa = PhysActor; 3356 PhysicsActor pa = PhysActor;
2722 3357
2723 if (pa != null) 3358 if (pa != null)
2724 pa.FloatOnWater = floatYN == 1; 3359 pa.FloatOnWater = (floatYN == 1);
2725 } 3360 }
2726 3361
2727 public void SetForce(Vector3 force) 3362 public void SetForce(Vector3 force)
2728 { 3363 {
2729 PhysicsActor pa = PhysActor; 3364 Force = force;
3365 }
2730 3366
2731 if (pa != null) 3367 public SOPVehicle VehicleParams
2732 pa.Force = force; 3368 {
3369 get
3370 {
3371 return m_vehicleParams;
3372 }
3373 set
3374 {
3375 m_vehicleParams = value;
3376 }
3377 }
3378
3379
3380 public int VehicleType
3381 {
3382 get
3383 {
3384 if (m_vehicleParams == null)
3385 return (int)Vehicle.TYPE_NONE;
3386 else
3387 return (int)m_vehicleParams.Type;
3388 }
3389 set
3390 {
3391 SetVehicleType(value);
3392 }
2733 } 3393 }
2734 3394
2735 public void SetVehicleType(int type) 3395 public void SetVehicleType(int type)
2736 { 3396 {
2737 PhysicsActor pa = PhysActor; 3397 m_vehicleParams = null;
3398
3399 if (type == (int)Vehicle.TYPE_NONE)
3400 {
3401 if (_parentID ==0 && PhysActor != null)
3402 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3403 return;
3404 }
3405 m_vehicleParams = new SOPVehicle();
3406 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3407 {
3408 if (_parentID ==0 && PhysActor != null)
3409 PhysActor.VehicleType = type;
3410 return;
3411 }
3412 }
2738 3413
2739 if (pa != null) 3414 public void SetVehicleFlags(int param, bool remove)
2740 pa.VehicleType = type; 3415 {
3416 if (m_vehicleParams == null)
3417 return;
3418
3419 m_vehicleParams.ProcessVehicleFlags(param, remove);
3420
3421 if (_parentID ==0 && PhysActor != null)
3422 {
3423 PhysActor.VehicleFlags(param, remove);
3424 }
2741 } 3425 }
2742 3426
2743 public void SetVehicleFloatParam(int param, float value) 3427 public void SetVehicleFloatParam(int param, float value)
2744 { 3428 {
2745 PhysicsActor pa = PhysActor; 3429 if (m_vehicleParams == null)
3430 return;
2746 3431
2747 if (pa != null) 3432 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2748 pa.VehicleFloatParam(param, value); 3433
3434 if (_parentID == 0 && PhysActor != null)
3435 {
3436 PhysActor.VehicleFloatParam(param, value);
3437 }
2749 } 3438 }
2750 3439
2751 public void SetVehicleVectorParam(int param, Vector3 value) 3440 public void SetVehicleVectorParam(int param, Vector3 value)
2752 { 3441 {
2753 PhysicsActor pa = PhysActor; 3442 if (m_vehicleParams == null)
3443 return;
2754 3444
2755 if (pa != null) 3445 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2756 pa.VehicleVectorParam(param, value); 3446
3447 if (_parentID == 0 && PhysActor != null)
3448 {
3449 PhysActor.VehicleVectorParam(param, value);
3450 }
2757 } 3451 }
2758 3452
2759 public void SetVehicleRotationParam(int param, Quaternion rotation) 3453 public void SetVehicleRotationParam(int param, Quaternion rotation)
2760 { 3454 {
2761 PhysicsActor pa = PhysActor; 3455 if (m_vehicleParams == null)
3456 return;
2762 3457
2763 if (pa != null) 3458 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2764 pa.VehicleRotationParam(param, rotation); 3459
3460 if (_parentID == 0 && PhysActor != null)
3461 {
3462 PhysActor.VehicleRotationParam(param, rotation);
3463 }
2765 } 3464 }
2766 3465
2767 /// <summary> 3466 /// <summary>
@@ -2962,14 +3661,6 @@ namespace OpenSim.Region.Framework.Scenes
2962 hasProfileCut = hasDimple; // is it the same thing? 3661 hasProfileCut = hasDimple; // is it the same thing?
2963 } 3662 }
2964 3663
2965 public void SetVehicleFlags(int param, bool remove)
2966 {
2967 PhysicsActor pa = PhysActor;
2968
2969 if (pa != null)
2970 pa.VehicleFlags(param, remove);
2971 }
2972
2973 public void SetGroup(UUID groupID, IClientAPI client) 3664 public void SetGroup(UUID groupID, IClientAPI client)
2974 { 3665 {
2975 // Scene.AddNewPrims() calls with client == null so can't use this. 3666 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3069,71 +3760,20 @@ namespace OpenSim.Region.Framework.Scenes
3069 { 3760 {
3070 ParentGroup.stopMoveToTarget(); 3761 ParentGroup.stopMoveToTarget();
3071 3762
3072 ParentGroup.ScheduleGroupForTerseUpdate(); 3763// ParentGroup.ScheduleGroupForTerseUpdate();
3073 //ParentGroup.ScheduleGroupForFullUpdate(); 3764 //ParentGroup.ScheduleGroupForFullUpdate();
3074 } 3765 }
3075 3766
3076 public void StoreUndoState() 3767 public void StoreUndoState(ObjectChangeType change)
3077 {
3078 StoreUndoState(false);
3079 }
3080
3081 public void StoreUndoState(bool forGroup)
3082 { 3768 {
3083 if (ParentGroup == null || ParentGroup.Scene == null) 3769 if (m_UndoRedo == null)
3084 return; 3770 m_UndoRedo = new UndoRedoState(5);
3085
3086 if (Undoing)
3087 {
3088// m_log.DebugFormat(
3089// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3090 return;
3091 }
3092
3093 if (IgnoreUndoUpdate)
3094 {
3095// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3096 return;
3097 }
3098 3771
3099 lock (m_undo) 3772 lock (m_UndoRedo)
3100 { 3773 {
3101 if (m_undo.Count > 0) 3774 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3102 {
3103 UndoState last = m_undo[m_undo.Count - 1];
3104 if (last != null)
3105 {
3106 // TODO: May need to fix for group comparison
3107 if (last.Compare(this))
3108 {
3109// m_log.DebugFormat(
3110// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3111// Name, LocalId, m_undo.Count);
3112
3113 return;
3114 }
3115 }
3116 }
3117
3118// m_log.DebugFormat(
3119// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3120// Name, LocalId, forGroup, m_undo.Count);
3121
3122 if (ParentGroup.Scene.MaxUndoCount > 0)
3123 { 3775 {
3124 UndoState nUndo = new UndoState(this, forGroup); 3776 m_UndoRedo.StoreUndo(this, change);
3125
3126 m_undo.Add(nUndo);
3127
3128 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3129 m_undo.RemoveAt(0);
3130
3131 if (m_redo.Count > 0)
3132 m_redo.Clear();
3133
3134// m_log.DebugFormat(
3135// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3136// Name, LocalId, forGroup, m_undo.Count);
3137 } 3777 }
3138 } 3778 }
3139 } 3779 }
@@ -3145,88 +3785,46 @@ namespace OpenSim.Region.Framework.Scenes
3145 { 3785 {
3146 get 3786 get
3147 { 3787 {
3148 lock (m_undo) 3788 if (m_UndoRedo == null)
3149 return m_undo.Count; 3789 return 0;
3790 return m_UndoRedo.Count;
3150 } 3791 }
3151 } 3792 }
3152 3793
3153 public void Undo() 3794 public void Undo()
3154 { 3795 {
3155 lock (m_undo) 3796 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3156 { 3797 return;
3157// m_log.DebugFormat(
3158// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3159// Name, LocalId, m_undo.Count);
3160
3161 if (m_undo.Count > 0)
3162 {
3163 UndoState goback = m_undo[m_undo.Count - 1];
3164 m_undo.RemoveAt(m_undo.Count - 1);
3165
3166 UndoState nUndo = null;
3167
3168 if (ParentGroup.Scene.MaxUndoCount > 0)
3169 {
3170 nUndo = new UndoState(this, goback.ForGroup);
3171 }
3172
3173 goback.PlaybackState(this);
3174
3175 if (nUndo != null)
3176 {
3177 m_redo.Add(nUndo);
3178
3179 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3180 m_redo.RemoveAt(0);
3181 }
3182 }
3183 3798
3184// m_log.DebugFormat( 3799 lock (m_UndoRedo)
3185// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3800 {
3186// Name, LocalId, m_undo.Count); 3801 Undoing = true;
3802 m_UndoRedo.Undo(this);
3803 Undoing = false;
3187 } 3804 }
3188 } 3805 }
3189 3806
3190 public void Redo() 3807 public void Redo()
3191 { 3808 {
3192 lock (m_undo) 3809 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3193 { 3810 return;
3194// m_log.DebugFormat(
3195// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3196// Name, LocalId, m_redo.Count);
3197
3198 if (m_redo.Count > 0)
3199 {
3200 UndoState gofwd = m_redo[m_redo.Count - 1];
3201 m_redo.RemoveAt(m_redo.Count - 1);
3202
3203 if (ParentGroup.Scene.MaxUndoCount > 0)
3204 {
3205 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3206
3207 m_undo.Add(nUndo);
3208
3209 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3210 m_undo.RemoveAt(0);
3211 }
3212
3213 gofwd.PlayfwdState(this);
3214 3811
3215// m_log.DebugFormat( 3812 lock (m_UndoRedo)
3216// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3813 {
3217// Name, LocalId, m_redo.Count); 3814 Undoing = true;
3218 } 3815 m_UndoRedo.Redo(this);
3816 Undoing = false;
3219 } 3817 }
3220 } 3818 }
3221 3819
3222 public void ClearUndoState() 3820 public void ClearUndoState()
3223 { 3821 {
3224// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3822 if (m_UndoRedo == null || Undoing)
3823 return;
3225 3824
3226 lock (m_undo) 3825 lock (m_UndoRedo)
3227 { 3826 {
3228 m_undo.Clear(); 3827 m_UndoRedo.Clear();
3229 m_redo.Clear();
3230 } 3828 }
3231 } 3829 }
3232 3830
@@ -3777,7 +4375,7 @@ namespace OpenSim.Region.Framework.Scenes
3777 if (god) 4375 if (god)
3778 { 4376 {
3779 BaseMask = ApplyMask(BaseMask, set, mask); 4377 BaseMask = ApplyMask(BaseMask, set, mask);
3780 Inventory.ApplyGodPermissions(_baseMask); 4378 Inventory.ApplyGodPermissions(BaseMask);
3781 } 4379 }
3782 4380
3783 break; 4381 break;
@@ -3796,7 +4394,7 @@ namespace OpenSim.Region.Framework.Scenes
3796 case 16: 4394 case 16:
3797 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4395 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3798 baseMask; 4396 baseMask;
3799 // Prevent the client from creating no mod, no copy 4397 // Prevent the client from creating no copy, no transfer
3800 // objects 4398 // objects
3801 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4399 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3802 NextOwnerMask |= (uint)PermissionMask.Transfer; 4400 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3814,20 +4412,20 @@ namespace OpenSim.Region.Framework.Scenes
3814 { 4412 {
3815 bool update = false; 4413 bool update = false;
3816 4414
3817 if (BaseMask != source.BaseMask || 4415 uint prevOwnerMask = OwnerMask;
3818 OwnerMask != source.OwnerMask || 4416 uint prevGroupMask = GroupMask;
3819 GroupMask != source.GroupMask || 4417 uint prevEveryoneMask = EveryoneMask;
3820 EveryoneMask != source.EveryoneMask || 4418 uint prevNextOwnerMask = NextOwnerMask;
3821 NextOwnerMask != source.NextOwnerMask)
3822 update = true;
3823 4419
3824 BaseMask = source.BaseMask; 4420 OwnerMask = source.OwnerMask & BaseMask;
3825 OwnerMask = source.OwnerMask; 4421 GroupMask = source.GroupMask & BaseMask;
3826 GroupMask = source.GroupMask; 4422 EveryoneMask = source.EveryoneMask & BaseMask;
3827 EveryoneMask = source.EveryoneMask; 4423 NextOwnerMask = source.NextOwnerMask & BaseMask;
3828 NextOwnerMask = source.NextOwnerMask;
3829 4424
3830 if (update) 4425 if (OwnerMask != prevOwnerMask ||
4426 GroupMask != prevGroupMask ||
4427 EveryoneMask != prevEveryoneMask ||
4428 NextOwnerMask != prevNextOwnerMask)
3831 SendFullUpdateToAllClients(); 4429 SendFullUpdateToAllClients();
3832 } 4430 }
3833 4431
@@ -3878,6 +4476,27 @@ namespace OpenSim.Region.Framework.Scenes
3878 } 4476 }
3879 } 4477 }
3880 4478
4479
4480 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4481 {
4482 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4483 return;
4484
4485 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4486 {
4487 PhysicsShapeType = (byte)physdata.PhysShapeType;
4488
4489 }
4490
4491 if(Density != physdata.Density)
4492 Density = physdata.Density;
4493 if(GravityModifier != physdata.GravitationModifier)
4494 GravityModifier = physdata.GravitationModifier;
4495 if(Friction != physdata.Friction)
4496 Friction = physdata.Friction;
4497 if(Bounciness != physdata.Bounce)
4498 Bounciness = physdata.Bounce;
4499 }
3881 /// <summary> 4500 /// <summary>
3882 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4501 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3883 /// </summary> 4502 /// </summary>
@@ -3885,7 +4504,7 @@ namespace OpenSim.Region.Framework.Scenes
3885 /// <param name="SetTemporary"></param> 4504 /// <param name="SetTemporary"></param>
3886 /// <param name="SetPhantom"></param> 4505 /// <param name="SetPhantom"></param>
3887 /// <param name="SetVD"></param> 4506 /// <param name="SetVD"></param>
3888 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4507 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3889 { 4508 {
3890 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4509 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3891 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4510 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3895,214 +4514,230 @@ namespace OpenSim.Region.Framework.Scenes
3895 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4514 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3896 return; 4515 return;
3897 4516
3898 PhysicsActor pa = PhysActor; 4517 VolumeDetectActive = SetVD;
3899
3900 // Special cases for VD. VD can only be called from a script
3901 // and can't be combined with changes to other states. So we can rely
3902 // that...
3903 // ... if VD is changed, all others are not.
3904 // ... if one of the others is changed, VD is not.
3905 if (SetVD) // VD is active, special logic applies
3906 {
3907 // State machine logic for VolumeDetect
3908 // More logic below
3909 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3910
3911 if (phanReset) // Phantom changes from on to off switch VD off too
3912 {
3913 SetVD = false; // Switch it of for the course of this routine
3914 VolumeDetectActive = false; // and also permanently
3915
3916 if (pa != null)
3917 pa.SetVolumeDetect(0); // Let physics know about it too
3918 }
3919 else
3920 {
3921 // If volumedetect is active we don't want phantom to be applied.
3922 // If this is a new call to VD out of the state "phantom"
3923 // this will also cause the prim to be visible to physics
3924 SetPhantom = false;
3925 }
3926 }
3927 4518
3928 if (UsePhysics && IsJoint()) 4519 // volume detector implies phantom
3929 { 4520 if (VolumeDetectActive)
3930 SetPhantom = true; 4521 SetPhantom = true;
3931 }
3932 4522
3933 if (UsePhysics) 4523 if (UsePhysics)
3934 {
3935 AddFlag(PrimFlags.Physics); 4524 AddFlag(PrimFlags.Physics);
3936 if (!wasUsingPhysics)
3937 {
3938 DoPhysicsPropertyUpdate(UsePhysics, false);
3939 }
3940 }
3941 else 4525 else
3942 {
3943 RemFlag(PrimFlags.Physics); 4526 RemFlag(PrimFlags.Physics);
3944 if (wasUsingPhysics)
3945 {
3946 DoPhysicsPropertyUpdate(UsePhysics, false);
3947 }
3948 }
3949 4527
3950 if (SetPhantom 4528 if (SetPhantom)
3951 || ParentGroup.IsAttachment
3952 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3953 {
3954 AddFlag(PrimFlags.Phantom); 4529 AddFlag(PrimFlags.Phantom);
3955 4530 else
3956 if (PhysActor != null)
3957 {
3958 RemoveFromPhysics();
3959 pa = null;
3960 }
3961 }
3962 else // Not phantom
3963 {
3964 RemFlag(PrimFlags.Phantom); 4531 RemFlag(PrimFlags.Phantom);
3965 4532
3966 if (ParentGroup.Scene == null) 4533 if (SetTemporary)
3967 return; 4534 AddFlag(PrimFlags.TemporaryOnRez);
4535 else
4536 RemFlag(PrimFlags.TemporaryOnRez);
3968 4537
3969 if (ParentGroup.Scene.CollidablePrims && pa == null)
3970 {
3971 pa = AddToPhysics(UsePhysics);
3972 4538
3973 if (pa != null) 4539 if (ParentGroup.Scene == null)
3974 { 4540 return;
3975 pa.SetMaterial(Material); 4541
3976 DoPhysicsPropertyUpdate(UsePhysics, true); 4542 PhysicsActor pa = PhysActor;
3977
3978 if (
3979 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
3980 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3981 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3982 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3983 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3984 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3985 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
3986 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3987 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3988 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3989 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3990 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3991 (CollisionSound != UUID.Zero)
3992 )
3993 {
3994 pa.OnCollisionUpdate += PhysicsCollision;
3995 pa.SubscribeEvents(1000);
3996 }
3997 }
3998 }
3999 else // it already has a physical representation
4000 {
4001 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4002 }
4003 }
4004 4543
4005 if (SetVD) 4544 if (pa != null && building && pa.Building != building)
4545 pa.Building = building;
4546
4547 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4548 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4006 { 4549 {
4007 // If the above logic worked (this is urgent candidate to unit tests!)
4008 // we now have a physicsactor.
4009 // Defensive programming calls for a check here.
4010 // Better would be throwing an exception that could be catched by a unit test as the internal
4011 // logic should make sure, this Physactor is always here.
4012 if (pa != null) 4550 if (pa != null)
4013 { 4551 {
4014 pa.SetVolumeDetect(1); 4552 if(wasUsingPhysics)
4015 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4553 ParentGroup.Scene.RemovePhysicalPrim(1);
4016 VolumeDetectActive = true; 4554 RemoveFromPhysics();
4017 } 4555 }
4556
4557 Velocity = new Vector3(0, 0, 0);
4558 Acceleration = new Vector3(0, 0, 0);
4559 if (ParentGroup.RootPart == this)
4560 AngularVelocity = new Vector3(0, 0, 0);
4018 } 4561 }
4019 else if (SetVD != wasVD) 4562 else if (SetVD != wasVD)
4020 { 4563 {
4021 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4564 if (ParentGroup.Scene.CollidablePrims)
4022 // (mumbles, well, at least if you have infinte CPU powers :-)) 4565 {
4023 if (pa != null) 4566 if (pa == null)
4024 pa.SetVolumeDetect(0); 4567 {
4568 AddToPhysics(UsePhysics, SetPhantom, building, false);
4569 pa = PhysActor;
4570/*
4571 if (pa != null)
4572 {
4573 if (
4574// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4575// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4576// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4577// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4578// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4579// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4580 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4581 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4582 (CollisionSound != UUID.Zero)
4583 )
4584 {
4585 pa.OnCollisionUpdate += PhysicsCollision;
4586 pa.SubscribeEvents(1000);
4587 }
4588 }
4589*/
4590 }
4591 else // it already has a physical representation
4592 {
4593 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4594/* moved into DoPhysicsPropertyUpdate
4595 if(VolumeDetectActive)
4596 pa.SetVolumeDetect(1);
4597 else
4598 pa.SetVolumeDetect(0);
4599*/
4025 4600
4026 RemFlag(PrimFlags.Phantom); 4601 if (pa.Building != building)
4027 VolumeDetectActive = false; 4602 pa.Building = building;
4028 } 4603 }
4029 4604
4030 if (SetTemporary) 4605 UpdatePhysicsSubscribedEvents();
4031 { 4606 }
4032 AddFlag(PrimFlags.TemporaryOnRez); 4607 }
4033 }
4034 else
4035 {
4036 RemFlag(PrimFlags.TemporaryOnRez);
4037 }
4038 4608
4039 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4609 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4040 4610
4611 // and last in case we have a new actor and not building
4612
4041 if (ParentGroup != null) 4613 if (ParentGroup != null)
4042 { 4614 {
4043 ParentGroup.HasGroupChanged = true; 4615 ParentGroup.HasGroupChanged = true;
4044 ScheduleFullUpdate(); 4616 ScheduleFullUpdate();
4045 } 4617 }
4046 4618
4047// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4619// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4048 } 4620 }
4049 4621
4050 /// <summary> 4622 /// <summary>
4051 /// Adds this part to the physics scene. 4623 /// Adds this part to the physics scene.
4624 /// and sets the PhysActor property
4052 /// </summary> 4625 /// </summary>
4053 /// <remarks>This method also sets the PhysActor property.</remarks> 4626 /// <param name="isPhysical">Add this prim as physical.</param>
4054 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4627 /// <param name="isPhantom">Add this prim as phantom.</param>
4055 /// <returns> 4628 /// <param name="building">tells physics to delay full construction of object</param>
4056 /// The physics actor. null if there was a failure. 4629 /// <param name="applyDynamics">applies velocities, force and torque</param>
4057 /// </returns> 4630 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4058 private PhysicsActor AddToPhysics(bool rigidBody) 4631 {
4059 {
4060 PhysicsActor pa; 4632 PhysicsActor pa;
4061 4633
4634 Vector3 velocity = Velocity;
4635 Vector3 rotationalVelocity = AngularVelocity;;
4636
4062 try 4637 try
4063 { 4638 {
4064 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4639 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4065 string.Format("{0}/{1}", Name, UUID), 4640 string.Format("{0}/{1}", Name, UUID),
4066 Shape, 4641 Shape,
4067 AbsolutePosition, 4642 AbsolutePosition,
4068 Scale, 4643 Scale,
4069 RotationOffset, 4644 GetWorldRotation(),
4070 rigidBody, 4645 isPhysical,
4071 m_localId); 4646 isPhantom,
4647 PhysicsShapeType,
4648 m_localId);
4072 } 4649 }
4073 catch (Exception e) 4650 catch (Exception e)
4074 { 4651 {
4075 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4652 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4076 pa = null; 4653 pa = null;
4077 } 4654 }
4078 4655
4079 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4080 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4081 // being set.
4082 PhysActor = pa;
4083
4084 // Basic Physics can also return null as well as an exception catch.
4085 if (pa != null) 4656 if (pa != null)
4086 { 4657 {
4087 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4658 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4088 pa.SetMaterial(Material); 4659 pa.SetMaterial(Material);
4089 DoPhysicsPropertyUpdate(rigidBody, true); 4660
4661 if (VolumeDetectActive) // change if not the default only
4662 pa.SetVolumeDetect(1);
4663
4664 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4665 m_vehicleParams.SetVehicle(pa);
4666
4667 // we are going to tell rest of code about physics so better have this here
4668 PhysActor = pa;
4669
4670 // DoPhysicsPropertyUpdate(isPhysical, true);
4671 // lets expand it here just with what it really needs to do
4672
4673 if (isPhysical)
4674 {
4675 if (ParentGroup.RootPart.KeyframeMotion != null)
4676 ParentGroup.RootPart.KeyframeMotion.Stop();
4677 ParentGroup.RootPart.KeyframeMotion = null;
4678 ParentGroup.Scene.AddPhysicalPrim(1);
4679
4680 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4681 pa.OnOutOfBounds += PhysicsOutOfBounds;
4682
4683 if (ParentID != 0 && ParentID != LocalId)
4684 {
4685 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4686
4687 if (parentPa != null)
4688 {
4689 pa.link(parentPa);
4690 }
4691 }
4692 }
4693
4694 if (applyDynamics)
4695 // do independent of isphysical so parameters get setted (at least some)
4696 {
4697 Velocity = velocity;
4698 AngularVelocity = rotationalVelocity;
4699// pa.Velocity = velocity;
4700 pa.RotationalVelocity = rotationalVelocity;
4701
4702 // if not vehicle and root part apply force and torque
4703 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4704 && LocalId == ParentGroup.RootPart.LocalId)
4705 {
4706 pa.Force = Force;
4707 pa.Torque = Torque;
4708 }
4709 }
4710
4711// if (Shape.SculptEntry)
4712// CheckSculptAndLoad();
4713// else
4714 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4715
4716 if (!building)
4717 pa.Building = false;
4090 } 4718 }
4091 4719
4092 return pa; 4720 PhysActor = pa;
4093 } 4721 }
4094 4722
4095 /// <summary> 4723 /// <summary>
4096 /// This removes the part from the physics scene. 4724 /// This removes the part from the physics scene.
4097 /// </summary> 4725 /// </summary>
4098 /// <remarks> 4726 /// <remarks>
4099 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4727 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4100 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4728 /// representation for collision detection.
4101 /// phantom.
4102 /// </remarks> 4729 /// </remarks>
4103 public void RemoveFromPhysics() 4730 public void RemoveFromPhysics()
4104 { 4731 {
4105 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4732 PhysicsActor pa = PhysActor;
4733 if (pa != null)
4734 {
4735 pa.OnCollisionUpdate -= PhysicsCollision;
4736 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4737 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4738
4739 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4740 }
4106 PhysActor = null; 4741 PhysActor = null;
4107 } 4742 }
4108 4743
@@ -4234,6 +4869,8 @@ namespace OpenSim.Region.Framework.Scenes
4234 { 4869 {
4235// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4870// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4236 4871
4872 return;
4873
4237 if (ParentGroup.IsDeleted) 4874 if (ParentGroup.IsDeleted)
4238 return; 4875 return;
4239 4876
@@ -4314,6 +4951,44 @@ namespace OpenSim.Region.Framework.Scenes
4314 ScheduleFullUpdate(); 4951 ScheduleFullUpdate();
4315 } 4952 }
4316 4953
4954
4955 private void UpdatePhysicsSubscribedEvents()
4956 {
4957 PhysicsActor pa = PhysActor;
4958 if (pa == null)
4959 return;
4960
4961 pa.OnCollisionUpdate -= PhysicsCollision;
4962
4963 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4964
4965 scriptEvents CombinedEvents = AggregateScriptEvents;
4966
4967 // merge with root part
4968 if (ParentGroup != null && ParentGroup.RootPart != null)
4969 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4970
4971 // submit to this part case
4972 if (VolumeDetectActive)
4973 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4974 else if ((Flags & PrimFlags.Phantom) != 0)
4975 CombinedEvents &= PhyscicsPhantonSubsEvents;
4976 else
4977 CombinedEvents &= PhysicsNeededSubsEvents;
4978
4979 if (hassound || CombinedEvents != 0)
4980 {
4981 // subscribe to physics updates.
4982 pa.OnCollisionUpdate += PhysicsCollision;
4983 pa.SubscribeEvents(50); // 20 reports per second
4984 }
4985 else
4986 {
4987 pa.UnSubscribeEvents();
4988 }
4989 }
4990
4991
4317 public void aggregateScriptEvents() 4992 public void aggregateScriptEvents()
4318 { 4993 {
4319 if (ParentGroup == null || ParentGroup.RootPart == null) 4994 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4350,40 +5025,32 @@ namespace OpenSim.Region.Framework.Scenes
4350 { 5025 {
4351 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5026 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4352 } 5027 }
4353 5028/*
4354 PhysicsActor pa = PhysActor; 5029 PhysicsActor pa = PhysActor;
4355 5030 if (pa != null)
4356 if (
4357 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4358 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4359 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4360 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4361 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4362 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4363 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4364 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4365 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4366 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4367 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4368 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4369 (CollisionSound != UUID.Zero)
4370 )
4371 { 5031 {
4372 // subscribe to physics updates. 5032 if (
4373 if (pa != null) 5033// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5034// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5035// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5036// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5037// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5038// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5039 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5040 )
4374 { 5041 {
5042 // subscribe to physics updates.
4375 pa.OnCollisionUpdate += PhysicsCollision; 5043 pa.OnCollisionUpdate += PhysicsCollision;
4376 pa.SubscribeEvents(1000); 5044 pa.SubscribeEvents(1000);
4377 } 5045 }
4378 } 5046 else
4379 else
4380 {
4381 if (pa != null)
4382 { 5047 {
4383 pa.UnSubscribeEvents(); 5048 pa.UnSubscribeEvents();
4384 pa.OnCollisionUpdate -= PhysicsCollision; 5049 pa.OnCollisionUpdate -= PhysicsCollision;
4385 } 5050 }
4386 } 5051 }
5052 */
5053 UpdatePhysicsSubscribedEvents();
4387 5054
4388 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5055 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4389 //{ 5056 //{
@@ -4514,6 +5181,18 @@ namespace OpenSim.Region.Framework.Scenes
4514 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5181 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4515 } 5182 }
4516 5183
5184 public void ResetOwnerChangeFlag()
5185 {
5186 List<UUID> inv = Inventory.GetInventoryList();
5187
5188 foreach (UUID itemID in inv)
5189 {
5190 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5191 item.OwnerChanged = false;
5192 Inventory.UpdateInventoryItem(item, false, false);
5193 }
5194 }
5195
4517 /// <summary> 5196 /// <summary>
4518 /// Record an avatar sitting on this part. 5197 /// Record an avatar sitting on this part.
4519 /// </summary> 5198 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..3a9a146 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -133,38 +138,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 138 public void ResetInventoryIDs()
134 { 139 {
135 if (null == m_part) 140 if (null == m_part)
136 return; 141 m_items.LockItemsForWrite(true);
137 142
138 lock (m_items) 143 if (Items.Count == 0)
139 { 144 {
140 if (0 == m_items.Count) 145 m_items.LockItemsForWrite(false);
141 return; 146 return;
147 }
142 148
143 IList<TaskInventoryItem> items = GetInventoryItems(); 149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 150 Items.Clear();
145 151
146 foreach (TaskInventoryItem item in items) 152 foreach (TaskInventoryItem item in items)
147 { 153 {
148 item.ResetIDs(m_part.UUID); 154 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 155 Items.Add(item.ItemID, item);
150 }
151 } 156 }
157 m_items.LockItemsForWrite(false);
152 } 158 }
153 159
154 public void ResetObjectID() 160 public void ResetObjectID()
155 { 161 {
156 lock (Items) 162 m_items.LockItemsForWrite(true);
163
164 if (Items.Count == 0)
157 { 165 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 166 m_items.LockItemsForWrite(false);
159 Items.Clear(); 167 return;
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 168 }
169
170 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
171 Items.Clear();
172
173 foreach (TaskInventoryItem item in items)
174 {
175 item.ParentPartID = m_part.UUID;
176 item.ParentID = m_part.UUID;
177 Items.Add(item.ItemID, item);
178 }
179 m_items.LockItemsForWrite(false);
168 } 180 }
169 181
170 /// <summary> 182 /// <summary>
@@ -173,17 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 185 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 186 public void ChangeInventoryOwner(UUID ownerId)
175 { 187 {
176 lock (Items) 188 List<TaskInventoryItem> items = GetInventoryItems();
177 { 189
178 if (0 == Items.Count) 190 if (items.Count == 0)
179 { 191 return;
180 return;
181 }
182 }
183 192
193 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 194 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 195 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 196 foreach (TaskInventoryItem item in items)
188 { 197 {
189 if (ownerId != item.OwnerID) 198 if (ownerId != item.OwnerID)
@@ -194,6 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 203 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 204 item.OwnerChanged = true;
196 } 205 }
206 m_items.LockItemsForWrite(false);
197 } 207 }
198 208
199 /// <summary> 209 /// <summary>
@@ -202,12 +212,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 212 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 213 public void ChangeInventoryGroup(UUID groupID)
204 { 214 {
205 lock (Items) 215 m_items.LockItemsForWrite(true);
216 if (0 == Items.Count)
206 { 217 {
207 if (0 == Items.Count) 218 m_items.LockItemsForWrite(false);
208 { 219 return;
209 return;
210 }
211 } 220 }
212 221
213 // Don't let this set the HasGroupChanged flag for attachments 222 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +228,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 228 m_part.ParentGroup.HasGroupChanged = true;
220 } 229 }
221 230
222 List<TaskInventoryItem> items = GetInventoryItems(); 231 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 232 foreach (TaskInventoryItem item in items)
224 { 233 {
225 if (groupID != item.GroupID) 234 if (groupID != item.GroupID)
235 {
226 item.GroupID = groupID; 236 item.GroupID = groupID;
237 }
227 } 238 }
239 m_items.LockItemsForWrite(false);
228 } 240 }
229 241
230 private void QueryScriptStates() 242 private void QueryScriptStates()
@@ -232,15 +244,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 245 return;
234 246
235 lock (Items) 247 Items.LockItemsForRead(true);
248 foreach (TaskInventoryItem item in Items.Values)
236 { 249 {
237 foreach (TaskInventoryItem item in Items.Values) 250 if (item.InvType == (int)InventoryType.LSL)
238 { 251 {
239 bool running; 252 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 254 item.ScriptRunning = running;
242 } 255 }
243 } 256 }
257
258 Items.LockItemsForRead(false);
244 } 259 }
245 260
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 332 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 333 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 334 foreach (TaskInventoryItem item in scripts)
335 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 336 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
337 m_part.RemoveScriptEvents(item.ItemID);
338 }
321 } 339 }
322 340
323 /// <summary> 341 /// <summary>
@@ -339,7 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 357// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 358
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 359 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
360 {
361 StoreScriptError(item.ItemID, "no permission");
342 return false; 362 return false;
363 }
343 364
344 m_part.AddFlag(PrimFlags.Scripted); 365 m_part.AddFlag(PrimFlags.Scripted);
345 366
@@ -349,14 +370,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 370 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 371 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 372 {
352 lock (m_items) 373 m_items.LockItemsForWrite(true);
353 { 374 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 376 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 377 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 378 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
379 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 380 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 381 m_part.ScheduleFullUpdate();
362 return true; 382 return true;
@@ -365,6 +385,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 385 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 386 if (null == asset)
367 { 387 {
388 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
389 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 390 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 391 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 392 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +399,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 399 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 400 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 401
380 lock (m_items) 402 m_items.LockItemsForWrite(true);
381 { 403
382 m_items[item.ItemID].OldItemID = item.OldItemID; 404 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 405 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 406 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 407
408 m_items.LockItemsForWrite(false);
409
387 string script = Utils.BytesToString(asset.Data); 410 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 411 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 412 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
413 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 414 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 416 m_part.LocalId, item.ItemID);
@@ -459,22 +483,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 483 return stateID;
460 } 484 }
461 485
486 /// <summary>
487 /// Start a script which is in this prim's inventory.
488 /// Some processing may occur in the background, but this routine returns asap.
489 /// </summary>
490 /// <param name="itemId">
491 /// A <see cref="UUID"/>
492 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 493 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 494 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 495 lock (m_scriptErrors)
465 if (item != null)
466 { 496 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 497 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
498 m_scriptErrors.Remove(itemId);
499 }
500 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
501 return true;
502 }
503
504 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
505 {
506 m_items.LockItemsForRead(true);
507 if (m_items.ContainsKey(itemId))
508 {
509 if (m_items.ContainsKey(itemId))
510 {
511 m_items.LockItemsForRead(false);
512 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
513 }
514 else
515 {
516 m_items.LockItemsForRead(false);
517 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
518 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
519 StoreScriptError(itemId, msg);
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "Couldn't start script with ID {0} since it {1}", itemId, msg);
523 }
468 } 524 }
469 else 525 else
470 { 526 {
527 m_items.LockItemsForRead(false);
528 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
529 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 530 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 531 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 532 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 533 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
534 }
535
536 }
475 537
476 return false; 538 /// <summary>
539 /// Start a script which is in this prim's inventory and return any compilation error messages.
540 /// </summary>
541 /// <param name="itemId">
542 /// A <see cref="UUID"/>
543 /// </param>
544 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
545 {
546 ArrayList errors;
547
548 // Indicate to CreateScriptInstanceInternal() we want it to
549 // post any compilation/loading error messages
550 lock (m_scriptErrors)
551 {
552 m_scriptErrors[itemId] = null;
553 }
554
555 // Perform compilation/loading
556 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
557
558 // Wait for and retrieve any errors
559 lock (m_scriptErrors)
560 {
561 while ((errors = m_scriptErrors[itemId]) == null)
562 {
563 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
564 {
565 m_log.ErrorFormat(
566 "[PRIM INVENTORY]: " +
567 "timedout waiting for script {0} errors", itemId);
568 errors = m_scriptErrors[itemId];
569 if (errors == null)
570 {
571 errors = new ArrayList(1);
572 errors.Add("timedout waiting for errors");
573 }
574 break;
575 }
576 }
577 m_scriptErrors.Remove(itemId);
477 } 578 }
579 return errors;
580 }
581
582 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
583 private void StoreScriptErrors(UUID itemId, ArrayList errors)
584 {
585 lock (m_scriptErrors)
586 {
587 // If compilation/loading initiated via CreateScriptInstance(),
588 // it does not want the errors, so just get out
589 if (!m_scriptErrors.ContainsKey(itemId))
590 {
591 return;
592 }
593
594 // Initiated via CreateScriptInstanceEr(), if we know what the
595 // errors are, save them and wake CreateScriptInstanceEr().
596 if (errors != null)
597 {
598 m_scriptErrors[itemId] = errors;
599 System.Threading.Monitor.PulseAll(m_scriptErrors);
600 return;
601 }
602 }
603
604 // Initiated via CreateScriptInstanceEr() but we don't know what
605 // the errors are yet, so retrieve them from the script engine.
606 // This may involve some waiting internal to GetScriptErrors().
607 errors = GetScriptErrors(itemId);
608
609 // Get a default non-null value to indicate success.
610 if (errors == null)
611 {
612 errors = new ArrayList();
613 }
614
615 // Post to CreateScriptInstanceEr() and wake it up
616 lock (m_scriptErrors)
617 {
618 m_scriptErrors[itemId] = errors;
619 System.Threading.Monitor.PulseAll(m_scriptErrors);
620 }
621 }
622
623 // Like StoreScriptErrors(), but just posts a single string message
624 private void StoreScriptError(UUID itemId, string message)
625 {
626 ArrayList errors = new ArrayList(1);
627 errors.Add(message);
628 StoreScriptErrors(itemId, errors);
478 } 629 }
479 630
480 /// <summary> 631 /// <summary>
@@ -487,15 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 638 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 639 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 640 {
490 bool scriptPresent = false; 641 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 642 {
500 if (!sceneObjectBeingDeleted) 643 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 644 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +708,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 708 /// <returns></returns>
566 private bool InventoryContainsName(string name) 709 private bool InventoryContainsName(string name)
567 { 710 {
568 lock (m_items) 711 m_items.LockItemsForRead(true);
712 foreach (TaskInventoryItem item in m_items.Values)
569 { 713 {
570 foreach (TaskInventoryItem item in m_items.Values) 714 if (item.Name == name)
571 { 715 {
572 if (item.Name == name) 716 m_items.LockItemsForRead(false);
573 return true; 717 return true;
574 } 718 }
575 } 719 }
720 m_items.LockItemsForRead(false);
576 return false; 721 return false;
577 } 722 }
578 723
@@ -614,8 +759,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 759 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 760 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 761 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 762 m_items.LockItemsForRead(true);
618 763 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
764 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 765 foreach (TaskInventoryItem i in il)
620 { 766 {
621 if (i.Name == item.Name) 767 if (i.Name == item.Name)
@@ -653,14 +799,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 799 item.Name = name;
654 item.GroupID = m_part.GroupID; 800 item.GroupID = m_part.GroupID;
655 801
656 lock (m_items) 802 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
658 804 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 805 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 807 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 809
664 m_inventorySerial++; 810 m_inventorySerial++;
665 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -676,15 +822,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 822 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 823 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 824 {
679 lock (m_items) 825 m_items.LockItemsForWrite(true);
826 foreach (TaskInventoryItem item in items)
680 { 827 {
681 foreach (TaskInventoryItem item in items) 828 m_items.Add(item.ItemID, item);
682 { 829// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 830 }
831 m_items.LockItemsForWrite(false);
832
833 m_inventorySerial++;
688 } 834 }
689 835
690 /// <summary> 836 /// <summary>
@@ -695,23 +841,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 841 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 842 {
697 TaskInventoryItem item; 843 TaskInventoryItem item;
698 844 m_items.LockItemsForRead(true);
699 lock (m_items) 845 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 846 m_items.LockItemsForRead(false);
701
702 return item; 847 return item;
703 } 848 }
704 849
705 public TaskInventoryItem GetInventoryItem(string name) 850 public TaskInventoryItem GetInventoryItem(string name)
706 { 851 {
707 lock (m_items) 852 m_items.LockItemsForRead(true);
853 foreach (TaskInventoryItem item in m_items.Values)
708 { 854 {
709 foreach (TaskInventoryItem item in m_items.Values) 855 if (item.Name == name)
710 { 856 {
711 if (item.Name == name) 857 m_items.LockItemsForRead(false);
712 return item; 858 return item;
713 } 859 }
714 } 860 }
861 m_items.LockItemsForRead(false);
715 862
716 return null; 863 return null;
717 } 864 }
@@ -720,15 +867,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 867 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 868 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 869
723 lock (m_items) 870 m_items.LockItemsForRead(true);
871
872 foreach (TaskInventoryItem item in m_items.Values)
724 { 873 {
725 foreach (TaskInventoryItem item in m_items.Values) 874 if (item.Name == name)
726 { 875 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 876 }
731 877
878 m_items.LockItemsForRead(false);
879
732 return items; 880 return items;
733 } 881 }
734 882
@@ -747,6 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 895 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 896 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 897
898 group.RootPart.AttachPoint = group.RootPart.Shape.State;
899 group.RootPart.AttachOffset = group.AbsolutePosition;
900 group.RootPart.AttachRotation = group.GroupRotation;
901
750 group.ResetIDs(); 902 group.ResetIDs();
751 903
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 904 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
821 973
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 974 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 975 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 976 m_items.LockItemsForWrite(true);
825 if (it != null) 977
978 if (m_items.ContainsKey(item.ItemID))
826 { 979 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 980// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 981
@@ -835,14 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 988 item.GroupID = m_part.GroupID;
836 989
837 if (item.AssetID == UUID.Zero) 990 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 991 item.AssetID = m_items[item.ItemID].AssetID;
839 992
840 lock (m_items) 993 m_items[item.ItemID] = item;
841 { 994 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 995 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 996 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 997
@@ -851,7 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1000 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1001 m_part.ParentGroup.HasGroupChanged = true;
853 } 1002 }
854 1003 m_items.LockItemsForWrite(false);
855 return true; 1004 return true;
856 } 1005 }
857 else 1006 else
@@ -862,8 +1011,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1011 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1012 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1013 }
865 return false; 1014 m_items.LockItemsForWrite(false);
866 1015
1016 return false;
867 } 1017 }
868 1018
869 /// <summary> 1019 /// <summary>
@@ -874,43 +1024,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1024 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1025 public int RemoveInventoryItem(UUID itemID)
876 { 1026 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1027 m_items.LockItemsForRead(true);
878 if (item != null) 1028
1029 if (m_items.ContainsKey(itemID))
879 { 1030 {
880 int type = m_items[itemID].InvType; 1031 int type = m_items[itemID].InvType;
1032 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1033 if (type == 10) // Script
882 { 1034 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1035 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1036 }
1037 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1038 m_items.Remove(itemID);
1039 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1040 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1041 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1042
890 HasInventoryChanged = true; 1043 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1044 m_part.ParentGroup.HasGroupChanged = true;
892 1045
893 if (!ContainsScripts()) 1046 int scriptcount = 0;
1047 m_items.LockItemsForRead(true);
1048 foreach (TaskInventoryItem item in m_items.Values)
1049 {
1050 if (item.Type == 10)
1051 {
1052 scriptcount++;
1053 }
1054 }
1055 m_items.LockItemsForRead(false);
1056
1057
1058 if (scriptcount <= 0)
1059 {
894 m_part.RemFlag(PrimFlags.Scripted); 1060 m_part.RemFlag(PrimFlags.Scripted);
1061 }
895 1062
896 m_part.ScheduleFullUpdate(); 1063 m_part.ScheduleFullUpdate();
897 1064
898 return type; 1065 return type;
899
900 } 1066 }
901 else 1067 else
902 { 1068 {
1069 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1070 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1071 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1072 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1073 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1074 }
909 1075
910 return -1; 1076 return -1;
911 } 1077 }
912 1078
913 private bool CreateInventoryFile() 1079 private bool CreateInventoryFileName()
914 { 1080 {
915// m_log.DebugFormat( 1081// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1082// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1085 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1086 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1087 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1088 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1089 m_inventoryFileNameSerial = m_inventorySerial;
925 1090
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1091 return true;
983 } 1092 }
984 1093
985 // No need to recreate, the existing file is fine
986 return false; 1094 return false;
987 } 1095 }
988 1096
@@ -992,43 +1100,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1100 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1101 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1102 {
995 lock (m_items) 1103 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1104
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1105 bool includeAssets = false;
1006 return; 1106 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1107 includeAssets = true;
1108
1109 if (m_inventoryPrivileged != includeAssets)
1110 changed = true;
1111
1112 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1113
1114 Items.LockItemsForRead(true);
1115
1116 if (m_inventorySerial == 0) // No inventory
1117 {
1118 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1119 Items.LockItemsForRead(false);
1120 return;
1121 }
1008 1122
1009 CreateInventoryFile(); 1123 if (m_items.Count == 0) // No inventory
1124 {
1125 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1126 Items.LockItemsForRead(false);
1127 return;
1128 }
1010 1129
1011 // In principle, we should only do the rest if the inventory changed; 1130 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1131 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1132 if (m_inventoryFileData.Length > 2)
1019 { 1133 {
1020 // Add the file for Xfer 1134 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1135 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1136 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1137 Util.StringToBytes256(m_inventoryFileName));
1024 1138
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1139 Items.LockItemsForRead(false);
1140 return;
1026 } 1141 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1142 }
1143
1144 m_inventoryPrivileged = includeAssets;
1145
1146 foreach (TaskInventoryItem item in m_items.Values)
1147 {
1148 UUID ownerID = item.OwnerID;
1149 uint everyoneMask = 0;
1150 uint baseMask = item.BasePermissions;
1151 uint ownerMask = item.CurrentPermissions;
1152 uint groupMask = item.GroupPermissions;
1153
1154 invString.AddItemStart();
1155 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1156 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1157
1158 invString.AddPermissionsStart();
1159
1160 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1161 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1162 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1163 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1164 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1165
1166 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1167 invString.AddNameValueLine("owner_id", ownerID.ToString());
1168
1169 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1170
1171 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1172 invString.AddSectionEnd();
1173
1174 if (includeAssets)
1175 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1176 else
1177 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1178 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1179 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1180 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1181
1182 invString.AddSaleStart();
1183 invString.AddNameValueLine("sale_type", "not");
1184 invString.AddNameValueLine("sale_price", "0");
1185 invString.AddSectionEnd();
1186
1187 invString.AddNameValueLine("name", item.Name + "|");
1188 invString.AddNameValueLine("desc", item.Description + "|");
1189
1190 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1191 invString.AddSectionEnd();
1192 }
1193
1194 Items.LockItemsForRead(false);
1195
1196 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1197
1198 if (m_inventoryFileData.Length > 2)
1199 {
1200 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1201 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1202 Util.StringToBytes256(m_inventoryFileName));
1203 return;
1204 }
1205
1206 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1207 }
1033 1208
1034 /// <summary> 1209 /// <summary>
@@ -1037,13 +1212,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1212 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1213 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1214 {
1040 if (HasInventoryChanged) 1215// Removed this because linking will cause an immediate delete of the new
1041 { 1216// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1217// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1218// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1219// of prim inventory loss.
1220// if (HasInventoryChanged)
1221// {
1222 Items.LockItemsForRead(true);
1223 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1224 Items.LockItemsForRead(false);
1045 1225
1046 } 1226 HasInventoryChanged = false;
1227// }
1047 } 1228 }
1048 1229
1049 public class InventoryStringBuilder 1230 public class InventoryStringBuilder
@@ -1109,87 +1290,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1290 {
1110 uint mask=0x7fffffff; 1291 uint mask=0x7fffffff;
1111 1292
1112 lock (m_items) 1293 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1294 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1295 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1296 mask &= ~((uint)PermissionMask.Copy >> 13);
1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1298 mask &= ~((uint)PermissionMask.Transfer >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1300 mask &= ~((uint)PermissionMask.Modify >> 13);
1301
1302 if (item.InvType == (int)InventoryType.Object)
1115 { 1303 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1304 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1305 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1307 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1309 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1310 }
1311
1312 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1313 mask &= ~(uint)PermissionMask.Copy;
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1315 mask &= ~(uint)PermissionMask.Transfer;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1317 mask &= ~(uint)PermissionMask.Modify;
1149 } 1318 }
1150
1151 return mask; 1319 return mask;
1152 } 1320 }
1153 1321
1154 public void ApplyNextOwnerPermissions() 1322 public void ApplyNextOwnerPermissions()
1155 { 1323 {
1156 lock (m_items) 1324 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1325 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1326 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1327 {
1160// m_log.DebugFormat ( 1328 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1329 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1334 }
1335 item.CurrentPermissions &= item.NextPermissions;
1336 item.BasePermissions &= item.NextPermissions;
1337 item.EveryonePermissions &= item.NextPermissions;
1338 item.OwnerChanged = true;
1339 item.PermsMask = 0;
1340 item.PermsGranter = UUID.Zero;
1181 } 1341 }
1182 } 1342 }
1183 1343
1184 public void ApplyGodPermissions(uint perms) 1344 public void ApplyGodPermissions(uint perms)
1185 { 1345 {
1186 lock (m_items) 1346 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1347 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1348 item.CurrentPermissions = perms;
1189 { 1349 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1350 }
1194 1351
1195 m_inventorySerial++; 1352 m_inventorySerial++;
@@ -1202,14 +1359,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1359 /// <returns></returns>
1203 public bool ContainsScripts() 1360 public bool ContainsScripts()
1204 { 1361 {
1205 lock (m_items) 1362 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1363 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1364 if (item.InvType == (int)InventoryType.LSL)
1208 { 1365 {
1209 if (item.InvType == (int)InventoryType.LSL) 1366 return true;
1210 {
1211 return true;
1212 }
1213 } 1367 }
1214 } 1368 }
1215 1369
@@ -1223,17 +1377,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1377 public int ScriptCount()
1224 { 1378 {
1225 int count = 0; 1379 int count = 0;
1226 lock (m_items) 1380 Items.LockItemsForRead(true);
1381 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1382 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1383 if (item.InvType == (int)InventoryType.LSL)
1229 { 1384 {
1230 if (item.InvType == (int)InventoryType.LSL) 1385 count++;
1231 {
1232 count++;
1233 }
1234 } 1386 }
1235 } 1387 }
1236 1388 Items.LockItemsForRead(false);
1237 return count; 1389 return count;
1238 } 1390 }
1239 /// <summary> 1391 /// <summary>
@@ -1269,11 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1421 {
1270 List<UUID> ret = new List<UUID>(); 1422 List<UUID> ret = new List<UUID>();
1271 1423
1272 lock (m_items) 1424 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1425 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1426
1278 return ret; 1427 return ret;
1279 } 1428 }
@@ -1282,8 +1431,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1431 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1432 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1433
1285 lock (m_items) 1434 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1435 ret = new List<TaskInventoryItem>(m_items.Values);
1436 Items.LockItemsForRead(false);
1287 1437
1288 return ret; 1438 return ret;
1289 } 1439 }
@@ -1292,18 +1442,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1442 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1444
1295 lock (m_items) 1445 Items.LockItemsForRead(true);
1296 { 1446
1297 foreach (TaskInventoryItem item in m_items.Values) 1447 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1448 if (item.InvType == (int)type)
1299 ret.Add(item); 1449 ret.Add(item);
1300 } 1450
1451 Items.LockItemsForRead(false);
1301 1452
1302 return ret; 1453 return ret;
1303 } 1454 }
1304 1455
1305 public Dictionary<UUID, string> GetScriptStates() 1456 public Dictionary<UUID, string> GetScriptStates()
1306 { 1457 {
1458 return GetScriptStates(false);
1459 }
1460
1461 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1462 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1463 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1464
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1465 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1485,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1485 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1486 if (n != String.Empty)
1331 { 1487 {
1332 if (!ret.ContainsKey(item.ItemID)) 1488 if (oldIDs)
1333 ret[item.ItemID] = n; 1489 {
1490 if (!ret.ContainsKey(item.OldItemID))
1491 ret[item.OldItemID] = n;
1492 }
1493 else
1494 {
1495 if (!ret.ContainsKey(item.ItemID))
1496 ret[item.ItemID] = n;
1497 }
1334 break; 1498 break;
1335 } 1499 }
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339
1340 return ret; 1503 return ret;
1341 } 1504 }
1342 1505
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6e41774..c352465 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -226,8 +230,6 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 230 /// </summary>
227 public bool LandAtTarget { get; private set; } 231 public bool LandAtTarget { get; private set; }
228 232
229 private bool m_followCamAuto;
230
231 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
232 private const int NumMovementsBetweenRayCast = 5; 234 private const int NumMovementsBetweenRayCast = 5;
233 235
@@ -235,6 +237,13 @@ namespace OpenSim.Region.Framework.Scenes
235 //private int m_moveToPositionStateStatus; 237 //private int m_moveToPositionStateStatus;
236 //***************************************************** 238 //*****************************************************
237 239
240 private bool m_collisionEventFlag = false;
241 private object m_collisionEventLock = new Object();
242
243 private int m_movementAnimationUpdateCounter = 0;
244
245 private Vector3 m_prevSitOffset;
246
238 protected AvatarAppearance m_appearance; 247 protected AvatarAppearance m_appearance;
239 248
240 public AvatarAppearance Appearance 249 public AvatarAppearance Appearance
@@ -349,6 +358,9 @@ namespace OpenSim.Region.Framework.Scenes
349 /// </summary> 358 /// </summary>
350 protected Vector3 m_lastCameraPosition; 359 protected Vector3 m_lastCameraPosition;
351 360
361 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
362 private bool m_doingCamRayCast = false;
363
352 public Vector3 CameraPosition { get; set; } 364 public Vector3 CameraPosition { get; set; }
353 365
354 public Quaternion CameraRotation 366 public Quaternion CameraRotation
@@ -429,7 +441,7 @@ namespace OpenSim.Region.Framework.Scenes
429 get { return (IClientCore)ControllingClient; } 441 get { return (IClientCore)ControllingClient; }
430 } 442 }
431 443
432 public Vector3 ParentPosition { get; set; } 444// public Vector3 ParentPosition { get; set; }
433 445
434 /// <summary> 446 /// <summary>
435 /// Position of this avatar relative to the region the avatar is in 447 /// Position of this avatar relative to the region the avatar is in
@@ -487,7 +499,7 @@ namespace OpenSim.Region.Framework.Scenes
487 if (ParentID == 0) 499 if (ParentID == 0)
488 { 500 {
489 m_pos = value; 501 m_pos = value;
490 ParentPosition = Vector3.Zero; 502// ParentPosition = Vector3.Zero;
491 } 503 }
492 504
493 //m_log.DebugFormat( 505 //m_log.DebugFormat(
@@ -556,7 +568,24 @@ namespace OpenSim.Region.Framework.Scenes
556// Scene.RegionInfo.RegionName, Name, m_velocity); 568// Scene.RegionInfo.RegionName, Name, m_velocity);
557 } 569 }
558 } 570 }
571/*
572 public override Vector3 AngularVelocity
573 {
574 get
575 {
576 if (PhysicsActor != null)
577 {
578 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
579
580 // m_log.DebugFormat(
581 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
582 // m_velocity, Name, Scene.RegionInfo.RegionName);
583 }
559 584
585 return m_rotationalvelocity;
586 }
587 }
588*/
560 private Quaternion m_bodyRot = Quaternion.Identity; 589 private Quaternion m_bodyRot = Quaternion.Identity;
561 590
562 public Quaternion Rotation 591 public Quaternion Rotation
@@ -567,7 +596,14 @@ namespace OpenSim.Region.Framework.Scenes
567 m_bodyRot = value; 596 m_bodyRot = value;
568 if (PhysicsActor != null) 597 if (PhysicsActor != null)
569 { 598 {
570 PhysicsActor.Orientation = m_bodyRot; 599 try
600 {
601 PhysicsActor.Orientation = m_bodyRot;
602 }
603 catch (Exception e)
604 {
605 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
606 }
571 } 607 }
572// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 608// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
573 } 609 }
@@ -582,12 +618,20 @@ namespace OpenSim.Region.Framework.Scenes
582 } 618 }
583 619
584 public bool IsChildAgent { get; set; } 620 public bool IsChildAgent { get; set; }
621 public bool IsLoggingIn { get; set; }
585 622
586 /// <summary> 623 /// <summary>
587 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 624 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
588 /// </summary> 625 /// </summary>
589 public uint ParentID { get; set; } 626 public uint ParentID { get; set; }
590 627
628 public UUID ParentUUID
629 {
630 get { return m_parentUUID; }
631 set { m_parentUUID = value; }
632 }
633 private UUID m_parentUUID = UUID.Zero;
634
591 /// <summary> 635 /// <summary>
592 /// Are we sitting on an object? 636 /// Are we sitting on an object?
593 /// </summary> 637 /// </summary>
@@ -713,6 +757,7 @@ namespace OpenSim.Region.Framework.Scenes
713 AttachmentsSyncLock = new Object(); 757 AttachmentsSyncLock = new Object();
714 AllowMovement = true; 758 AllowMovement = true;
715 IsChildAgent = true; 759 IsChildAgent = true;
760 IsLoggingIn = false;
716 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 761 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
717 Animator = new ScenePresenceAnimator(this); 762 Animator = new ScenePresenceAnimator(this);
718 PresenceType = type; 763 PresenceType = type;
@@ -756,6 +801,33 @@ namespace OpenSim.Region.Framework.Scenes
756 Appearance = appearance; 801 Appearance = appearance;
757 } 802 }
758 803
804 private void RegionHeartbeatEnd(Scene scene)
805 {
806 if (IsChildAgent)
807 return;
808
809 m_movementAnimationUpdateCounter ++;
810 if (m_movementAnimationUpdateCounter >= 2)
811 {
812 m_movementAnimationUpdateCounter = 0;
813 if (Animator != null)
814 {
815 // If the parentID == 0 we are not sitting
816 // if !SitGournd then we are not sitting on the ground
817 // Fairly straightforward, now here comes the twist
818 // if ParentUUID is NOT UUID.Zero, we are looking to
819 // be sat on an object that isn't there yet. Should
820 // be treated as if sat.
821 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
822 Animator.UpdateMovementAnimations();
823 }
824 else
825 {
826 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
827 }
828 }
829 }
830
759 public void RegisterToEvents() 831 public void RegisterToEvents()
760 { 832 {
761 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 833 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -765,8 +837,10 @@ namespace OpenSim.Region.Framework.Scenes
765 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 837 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
766 ControllingClient.OnStartAnim += HandleStartAnim; 838 ControllingClient.OnStartAnim += HandleStartAnim;
767 ControllingClient.OnStopAnim += HandleStopAnim; 839 ControllingClient.OnStopAnim += HandleStopAnim;
840 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
768 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 841 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
769 ControllingClient.OnAutoPilotGo += MoveToTarget; 842 ControllingClient.OnAutoPilotGo += MoveToTarget;
843 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
770 844
771 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 845 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
772 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 846 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -825,10 +899,40 @@ namespace OpenSim.Region.Framework.Scenes
825 "[SCENE]: Upgrading child to root agent for {0} in {1}", 899 "[SCENE]: Upgrading child to root agent for {0} in {1}",
826 Name, m_scene.RegionInfo.RegionName); 900 Name, m_scene.RegionInfo.RegionName);
827 901
828 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
829
830 bool wasChild = IsChildAgent; 902 bool wasChild = IsChildAgent;
831 IsChildAgent = false; 903
904 if (ParentUUID != UUID.Zero)
905 {
906 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
907 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
908 if (part == null)
909 {
910 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
911 }
912 else
913 {
914 part.ParentGroup.AddAvatar(UUID);
915 if (part.SitTargetPosition != Vector3.Zero)
916 part.SitTargetAvatar = UUID;
917// ParentPosition = part.GetWorldPosition();
918 ParentID = part.LocalId;
919 ParentPart = part;
920 m_pos = m_prevSitOffset;
921// pos = ParentPosition;
922 pos = part.GetWorldPosition();
923 }
924 ParentUUID = UUID.Zero;
925
926 IsChildAgent = false;
927
928// Animator.TrySetMovementAnimation("SIT");
929 }
930 else
931 {
932 IsChildAgent = false;
933 IsLoggingIn = false;
934 }
935
832 936
833 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 937 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
834 if (gm != null) 938 if (gm != null)
@@ -838,62 +942,99 @@ namespace OpenSim.Region.Framework.Scenes
838 942
839 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 943 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
840 944
841 // Moved this from SendInitialData to ensure that Appearance is initialized 945 UUID groupUUID = UUID.Zero;
842 // before the inventory is processed in MakeRootAgent. This fixes a race condition 946 string GroupName = string.Empty;
843 // related to the handling of attachments 947 ulong groupPowers = 0;
844 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); 948
845 if (m_scene.TestBorderCross(pos, Cardinals.E)) 949 // ----------------------------------
950 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
951 try
846 { 952 {
847 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 953 if (gm != null)
848 pos.X = crossedBorder.BorderLine.Z - 1; 954 {
955 groupUUID = ControllingClient.ActiveGroupId;
956 GroupRecord record = gm.GetGroupRecord(groupUUID);
957 if (record != null)
958 GroupName = record.GroupName;
959 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
960 if (groupMembershipData != null)
961 groupPowers = groupMembershipData.GroupPowers;
962 }
963 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
964 Grouptitle);
849 } 965 }
850 966 catch (Exception e)
851 if (m_scene.TestBorderCross(pos, Cardinals.N))
852 { 967 {
853 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 968 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
854 pos.Y = crossedBorder.BorderLine.Z - 1;
855 } 969 }
970 // ------------------------------------
856 971
857 CheckAndAdjustLandingPoint(ref pos); 972 if (ParentID == 0)
858
859 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
860 { 973 {
861 m_log.WarnFormat( 974 // Moved this from SendInitialData to ensure that Appearance is initialized
862 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 975 // before the inventory is processed in MakeRootAgent. This fixes a race condition
863 pos, Name, UUID); 976 // related to the handling of attachments
977 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
978 if (m_scene.TestBorderCross(pos, Cardinals.E))
979 {
980 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
981 pos.X = crossedBorder.BorderLine.Z - 1;
982 }
864 983
865 if (pos.X < 0f) pos.X = 0f; 984 if (m_scene.TestBorderCross(pos, Cardinals.N))
866 if (pos.Y < 0f) pos.Y = 0f; 985 {
867 if (pos.Z < 0f) pos.Z = 0f; 986 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
868 } 987 pos.Y = crossedBorder.BorderLine.Z - 1;
988 }
869 989
870 float localAVHeight = 1.56f; 990 CheckAndAdjustLandingPoint(ref pos);
871 if (Appearance.AvatarHeight > 0)
872 localAVHeight = Appearance.AvatarHeight;
873 991
874 float posZLimit = 0; 992 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
993 {
994 m_log.WarnFormat(
995 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
996 pos, Name, UUID);
875 997
876 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 998 if (pos.X < 0f) pos.X = 0f;
877 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 999 if (pos.Y < 0f) pos.Y = 0f;
878 1000 if (pos.Z < 0f) pos.Z = 0f;
879 float newPosZ = posZLimit + localAVHeight / 2; 1001 }
880 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
881 {
882 pos.Z = newPosZ;
883 }
884 AbsolutePosition = pos;
885 1002
886 AddToPhysicalScene(isFlying); 1003 float localAVHeight = 1.56f;
1004 if (Appearance.AvatarHeight > 0)
1005 localAVHeight = Appearance.AvatarHeight;
887 1006
888 if (ForceFly) 1007 float posZLimit = 0;
889 {
890 Flying = true;
891 }
892 else if (FlyDisabled)
893 {
894 Flying = false;
895 }
896 1008
1009 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
1010 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
1011
1012 float newPosZ = posZLimit + localAVHeight / 2;
1013 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
1014 {
1015 pos.Z = newPosZ;
1016 }
1017 AbsolutePosition = pos;
1018
1019 if (m_teleportFlags == TeleportFlags.Default)
1020 {
1021 Vector3 vel = Velocity;
1022 AddToPhysicalScene(isFlying);
1023 if (PhysicsActor != null)
1024 PhysicsActor.SetMomentum(vel);
1025 }
1026 else
1027 AddToPhysicalScene(isFlying);
1028
1029 if (ForceFly)
1030 {
1031 Flying = true;
1032 }
1033 else if (FlyDisabled)
1034 {
1035 Flying = false;
1036 }
1037 }
897 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1038 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
898 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1039 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
899 // elsewhere anyway 1040 // elsewhere anyway
@@ -913,14 +1054,19 @@ namespace OpenSim.Region.Framework.Scenes
913 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1054 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
914 1055
915 // Resume scripts 1056 // Resume scripts
916 foreach (SceneObjectGroup sog in m_attachments) 1057 Util.FireAndForget(delegate(object x) {
917 { 1058 foreach (SceneObjectGroup sog in m_attachments)
918 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1059 {
919 sog.ResumeScripts(); 1060 sog.ScheduleGroupForFullUpdate();
920 } 1061 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1062 sog.ResumeScripts();
1063 }
1064 });
921 } 1065 }
922 } 1066 }
923 1067
1068 SendAvatarDataToAllAgents();
1069
924 // send the animations of the other presences to me 1070 // send the animations of the other presences to me
925 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1071 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
926 { 1072 {
@@ -931,9 +1077,12 @@ namespace OpenSim.Region.Framework.Scenes
931 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1077 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
932 // stall on the border crossing since the existing child agent will still have the last movement 1078 // stall on the border crossing since the existing child agent will still have the last movement
933 // recorded, which stops the input from being processed. 1079 // recorded, which stops the input from being processed.
1080
934 MovementFlag = 0; 1081 MovementFlag = 0;
935 1082
936 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1083 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1084
1085 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
937 } 1086 }
938 1087
939 public int GetStateSource() 1088 public int GetStateSource()
@@ -961,12 +1110,16 @@ namespace OpenSim.Region.Framework.Scenes
961 /// </remarks> 1110 /// </remarks>
962 public void MakeChildAgent() 1111 public void MakeChildAgent()
963 { 1112 {
1113 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1114
964 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1115 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
965 1116
966 // Reset these so that teleporting in and walking out isn't seen 1117 // Reset these so that teleporting in and walking out isn't seen
967 // as teleporting back 1118 // as teleporting back
968 TeleportFlags = TeleportFlags.Default; 1119 TeleportFlags = TeleportFlags.Default;
969 1120
1121 MovementFlag = 0;
1122
970 // It looks like Animator is set to null somewhere, and MakeChild 1123 // It looks like Animator is set to null somewhere, and MakeChild
971 // is called after that. Probably in aborted teleports. 1124 // is called after that. Probably in aborted teleports.
972 if (Animator == null) 1125 if (Animator == null)
@@ -974,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
974 else 1127 else
975 Animator.ResetAnimations(); 1128 Animator.ResetAnimations();
976 1129
1130
977// m_log.DebugFormat( 1131// m_log.DebugFormat(
978// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1132// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
979// Name, UUID, m_scene.RegionInfo.RegionName); 1133// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -985,6 +1139,7 @@ namespace OpenSim.Region.Framework.Scenes
985 IsChildAgent = true; 1139 IsChildAgent = true;
986 m_scene.SwapRootAgentCount(true); 1140 m_scene.SwapRootAgentCount(true);
987 RemoveFromPhysicalScene(); 1141 RemoveFromPhysicalScene();
1142 ParentID = 0; // Child agents can't be sitting
988 1143
989 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1144 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
990 1145
@@ -1000,9 +1155,9 @@ namespace OpenSim.Region.Framework.Scenes
1000 { 1155 {
1001// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1156// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1002 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1157 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1003 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1004 PhysicsActor.UnSubscribeEvents();
1005 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1158 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1159 PhysicsActor.UnSubscribeEvents();
1160 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1006 PhysicsActor = null; 1161 PhysicsActor = null;
1007 } 1162 }
1008// else 1163// else
@@ -1019,7 +1174,7 @@ namespace OpenSim.Region.Framework.Scenes
1019 /// <param name="pos"></param> 1174 /// <param name="pos"></param>
1020 public void Teleport(Vector3 pos) 1175 public void Teleport(Vector3 pos)
1021 { 1176 {
1022 TeleportWithMomentum(pos, null); 1177 TeleportWithMomentum(pos, Vector3.Zero);
1023 } 1178 }
1024 1179
1025 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1180 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1043,6 +1198,41 @@ namespace OpenSim.Region.Framework.Scenes
1043 SendTerseUpdateToAllClients(); 1198 SendTerseUpdateToAllClients();
1044 } 1199 }
1045 1200
1201 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1202 {
1203 CheckLandingPoint(ref newpos);
1204 AbsolutePosition = newpos;
1205
1206 if (newvel.HasValue)
1207 {
1208 if ((Vector3)newvel == Vector3.Zero)
1209 {
1210 if (PhysicsActor != null)
1211 PhysicsActor.SetMomentum(Vector3.Zero);
1212 m_velocity = Vector3.Zero;
1213 }
1214 else
1215 {
1216 if (PhysicsActor != null)
1217 PhysicsActor.SetMomentum((Vector3)newvel);
1218 m_velocity = (Vector3)newvel;
1219
1220 if (rotateToVelXY)
1221 {
1222 Vector3 lookAt = (Vector3)newvel;
1223 lookAt.Z = 0;
1224 lookAt.Normalize();
1225 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1226 return;
1227 }
1228 }
1229 }
1230
1231 SendTerseUpdateToAllClients();
1232 }
1233
1234
1235
1046 public void StopFlying() 1236 public void StopFlying()
1047 { 1237 {
1048 ControllingClient.StopFlying(this); 1238 ControllingClient.StopFlying(this);
@@ -1212,6 +1402,13 @@ namespace OpenSim.Region.Framework.Scenes
1212 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1402 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1213 } 1403 }
1214 1404
1405 public void SetSize(Vector3 size, float feetoffset)
1406 {
1407 if (PhysicsActor != null && !IsChildAgent)
1408 PhysicsActor.setAvatarSize(size, feetoffset);
1409
1410 }
1411
1215 /// <summary> 1412 /// <summary>
1216 /// Complete Avatar's movement into the region. 1413 /// Complete Avatar's movement into the region.
1217 /// </summary> 1414 /// </summary>
@@ -1231,7 +1428,8 @@ namespace OpenSim.Region.Framework.Scenes
1231 1428
1232 Vector3 look = Velocity; 1429 Vector3 look = Velocity;
1233 1430
1234 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1431 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1432 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1235 { 1433 {
1236 look = new Vector3(0.99f, 0.042f, 0); 1434 look = new Vector3(0.99f, 0.042f, 0);
1237 } 1435 }
@@ -1281,13 +1479,15 @@ namespace OpenSim.Region.Framework.Scenes
1281 // Create child agents in neighbouring regions 1479 // Create child agents in neighbouring regions
1282 if (openChildAgents && !IsChildAgent) 1480 if (openChildAgents && !IsChildAgent)
1283 { 1481 {
1482
1284 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1483 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1285 if (m_agentTransfer != null) 1484 if (m_agentTransfer != null)
1286 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1485 m_agentTransfer.EnableChildAgents(this);
1287 1486
1288 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1487 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1289 if (friendsModule != null) 1488 if (friendsModule != null)
1290 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1489 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1490
1291 } 1491 }
1292 1492
1293// m_log.DebugFormat( 1493// m_log.DebugFormat(
@@ -1303,35 +1503,43 @@ namespace OpenSim.Region.Framework.Scenes
1303 /// <param name="collisionPoint"></param> 1503 /// <param name="collisionPoint"></param>
1304 /// <param name="localid"></param> 1504 /// <param name="localid"></param>
1305 /// <param name="distance"></param> 1505 /// <param name="distance"></param>
1506 ///
1507
1508 private void UpdateCameraCollisionPlane(Vector4 plane)
1509 {
1510 if (m_lastCameraCollisionPlane != plane)
1511 {
1512 m_lastCameraCollisionPlane = plane;
1513 ControllingClient.SendCameraConstraint(plane);
1514 }
1515 }
1516
1306 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1517 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1307 { 1518 {
1308 const float POSITION_TOLERANCE = 0.02f; 1519 const float POSITION_TOLERANCE = 0.02f;
1309 const float VELOCITY_TOLERANCE = 0.02f;
1310 const float ROTATION_TOLERANCE = 0.02f; 1520 const float ROTATION_TOLERANCE = 0.02f;
1311 1521
1312 if (m_followCamAuto) 1522 m_doingCamRayCast = false;
1523 if (hitYN && localid != LocalId)
1313 { 1524 {
1314 if (hitYN) 1525 CameraConstraintActive = true;
1315 { 1526 pNormal.X = (float)Math.Round(pNormal.X, 2);
1316 CameraConstraintActive = true; 1527 pNormal.Y = (float)Math.Round(pNormal.Y, 2);
1317 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1528 pNormal.Z = (float)Math.Round(pNormal.Z, 2);
1318 1529 pNormal.Normalize();
1319 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1530 collisionPoint.X = (float)Math.Round(collisionPoint.X, 1);
1320 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1531 collisionPoint.Y = (float)Math.Round(collisionPoint.Y, 1);
1321 } 1532 collisionPoint.Z = (float)Math.Round(collisionPoint.Z, 1);
1322 else 1533
1323 { 1534 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
1324 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1535 UpdateCameraCollisionPlane(plane);
1325 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1536 }
1326 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1537 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1327 { 1538 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1328 if (CameraConstraintActive) 1539 {
1329 { 1540 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1330 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1541 UpdateCameraCollisionPlane(plane);
1331 CameraConstraintActive = false; 1542 CameraConstraintActive = false;
1332 }
1333 }
1334 }
1335 } 1543 }
1336 } 1544 }
1337 1545
@@ -1406,12 +1614,6 @@ namespace OpenSim.Region.Framework.Scenes
1406 // DrawDistance = agentData.Far; 1614 // DrawDistance = agentData.Far;
1407 DrawDistance = Scene.DefaultDrawDistance; 1615 DrawDistance = Scene.DefaultDrawDistance;
1408 1616
1409 // Check if Client has camera in 'follow cam' or 'build' mode.
1410 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1411
1412 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1413 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1414
1415 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1617 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1416 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1618 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1417 1619
@@ -1431,14 +1633,38 @@ namespace OpenSim.Region.Framework.Scenes
1431 StandUp(); 1633 StandUp();
1432 } 1634 }
1433 1635
1434 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1435 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1636 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1436 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1637 // this exclude checks may not be complete
1638
1639 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1437 { 1640 {
1438 if (m_followCamAuto) 1641 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1642 {
1643 Vector3 posAdjusted = AbsolutePosition;
1644// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1645 posAdjusted.Z += 1.0f; // viewer current camera focus point
1646 Vector3 tocam = CameraPosition - posAdjusted;
1647 tocam.X = (float)Math.Round(tocam.X, 1);
1648 tocam.Y = (float)Math.Round(tocam.Y, 1);
1649 tocam.Z = (float)Math.Round(tocam.Z, 1);
1650
1651 float distTocamlen = tocam.Length();
1652 if (distTocamlen > 0.3f)
1653 {
1654 tocam *= (1.0f / distTocamlen);
1655 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1656 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1657 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1658
1659 m_doingCamRayCast = true;
1660 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1661 }
1662 }
1663 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1439 { 1664 {
1440 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1665 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1441 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1666 UpdateCameraCollisionPlane(plane);
1667 CameraConstraintActive = false;
1442 } 1668 }
1443 } 1669 }
1444 1670
@@ -1903,7 +2129,8 @@ namespace OpenSim.Region.Framework.Scenes
1903// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2129// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1904 2130
1905 MovingToTarget = false; 2131 MovingToTarget = false;
1906 MoveToPositionTarget = Vector3.Zero; 2132// MoveToPositionTarget = Vector3.Zero;
2133 m_forceToApply = null; // cancel possible last action
1907 2134
1908 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2135 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1909 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2136 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -1921,12 +2148,17 @@ namespace OpenSim.Region.Framework.Scenes
1921// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2148// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1922 2149
1923 SitGround = false; 2150 SitGround = false;
2151
2152/* move this down so avatar gets physical in the new position and not where it is siting
1924 if (PhysicsActor == null) 2153 if (PhysicsActor == null)
1925 AddToPhysicalScene(false); 2154 AddToPhysicalScene(false);
2155 */
1926 2156
1927 if (ParentID != 0) 2157 if (ParentID != 0)
1928 { 2158 {
1929 SceneObjectPart part = ParentPart; 2159 SceneObjectPart part = ParentPart;
2160 UnRegisterSeatControls(part.ParentGroup.UUID);
2161
1930 TaskInventoryDictionary taskIDict = part.TaskInventory; 2162 TaskInventoryDictionary taskIDict = part.TaskInventory;
1931 if (taskIDict != null) 2163 if (taskIDict != null)
1932 { 2164 {
@@ -1942,14 +2174,22 @@ namespace OpenSim.Region.Framework.Scenes
1942 } 2174 }
1943 } 2175 }
1944 2176
1945 ParentPosition = part.GetWorldPosition(); 2177 part.ParentGroup.DeleteAvatar(UUID);
2178// ParentPosition = part.GetWorldPosition();
1946 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2179 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1947 2180
1948 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2181// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1949 ParentPosition = Vector3.Zero; 2182// ParentPosition = Vector3.Zero;
2183 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2184 if (part.SitTargetAvatar == UUID)
2185 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1950 2186
1951 ParentID = 0; 2187 ParentID = 0;
1952 ParentPart = null; 2188 ParentPart = null;
2189
2190 if (PhysicsActor == null)
2191 AddToPhysicalScene(false);
2192
1953 SendAvatarDataToAllAgents(); 2193 SendAvatarDataToAllAgents();
1954 m_requestedSitTargetID = 0; 2194 m_requestedSitTargetID = 0;
1955 2195
@@ -1959,6 +2199,9 @@ namespace OpenSim.Region.Framework.Scenes
1959 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2199 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1960 } 2200 }
1961 2201
2202 else if (PhysicsActor == null)
2203 AddToPhysicalScene(false);
2204
1962 Animator.TrySetMovementAnimation("STAND"); 2205 Animator.TrySetMovementAnimation("STAND");
1963 } 2206 }
1964 2207
@@ -2006,11 +2249,8 @@ namespace OpenSim.Region.Framework.Scenes
2006 if (part == null) 2249 if (part == null)
2007 return; 2250 return;
2008 2251
2009 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2010 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2011
2012 if (PhysicsActor != null) 2252 if (PhysicsActor != null)
2013 m_sitAvatarHeight = PhysicsActor.Size.Z; 2253 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2014 2254
2015 bool canSit = false; 2255 bool canSit = false;
2016 Vector3 pos = part.AbsolutePosition + offset; 2256 Vector3 pos = part.AbsolutePosition + offset;
@@ -2027,31 +2267,31 @@ namespace OpenSim.Region.Framework.Scenes
2027 } 2267 }
2028 else 2268 else
2029 { 2269 {
2270 if (PhysicsSit(part,offset)) // physics engine
2271 return;
2272
2030 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2273 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2031 { 2274 {
2032// m_log.DebugFormat(
2033// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2034// Name, part.Name, part.LocalId);
2035 2275
2036 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2276 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2037 canSit = true; 2277 canSit = true;
2038 } 2278 }
2039// else
2040// {
2041// m_log.DebugFormat(
2042// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2043// Name, part.Name, part.LocalId);
2044// }
2045 } 2279 }
2046 2280
2047 if (canSit) 2281 if (canSit)
2048 { 2282 {
2283
2049 if (PhysicsActor != null) 2284 if (PhysicsActor != null)
2050 { 2285 {
2051 // We can remove the physicsActor until they stand up. 2286 // We can remove the physicsActor until they stand up.
2052 RemoveFromPhysicalScene(); 2287 RemoveFromPhysicalScene();
2053 } 2288 }
2054 2289
2290 if (MovingToTarget)
2291 ResetMoveToTarget();
2292
2293 Velocity = Vector3.Zero;
2294
2055 part.AddSittingAvatar(UUID); 2295 part.AddSittingAvatar(UUID);
2056 2296
2057 cameraAtOffset = part.GetCameraAtOffset(); 2297 cameraAtOffset = part.GetCameraAtOffset();
@@ -2059,7 +2299,7 @@ namespace OpenSim.Region.Framework.Scenes
2059 forceMouselook = part.GetForceMouselook(); 2299 forceMouselook = part.GetForceMouselook();
2060 2300
2061 ControllingClient.SendSitResponse( 2301 ControllingClient.SendSitResponse(
2062 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2302 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2063 2303
2064 m_requestedSitTargetUUID = targetID; 2304 m_requestedSitTargetUUID = targetID;
2065 2305
@@ -2073,6 +2313,9 @@ namespace OpenSim.Region.Framework.Scenes
2073 2313
2074 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2314 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2075 { 2315 {
2316 if (IsChildAgent)
2317 return;
2318
2076 if (ParentID != 0) 2319 if (ParentID != 0)
2077 { 2320 {
2078 if (ParentPart.UUID == targetID) 2321 if (ParentPart.UUID == targetID)
@@ -2088,14 +2331,6 @@ namespace OpenSim.Region.Framework.Scenes
2088 m_requestedSitTargetID = part.LocalId; 2331 m_requestedSitTargetID = part.LocalId;
2089 m_requestedSitTargetUUID = targetID; 2332 m_requestedSitTargetUUID = targetID;
2090 2333
2091// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2092
2093 if (m_scene.PhysicsScene.SupportsRayCast())
2094 {
2095 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2096 //SitRayCastAvatarPosition(part);
2097 //return;
2098 }
2099 } 2334 }
2100 else 2335 else
2101 { 2336 {
@@ -2105,197 +2340,111 @@ namespace OpenSim.Region.Framework.Scenes
2105 SendSitResponse(targetID, offset, Quaternion.Identity); 2340 SendSitResponse(targetID, offset, Quaternion.Identity);
2106 } 2341 }
2107 2342
2108 /* 2343 // returns false if does not suport so older sit can be tried
2109 public void SitRayCastAvatarPosition(SceneObjectPart part) 2344 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2110 { 2345 {
2111 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2346 if (part == null || part.ParentGroup.IsAttachment)
2112 Vector3 StartRayCastPosition = AbsolutePosition;
2113 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2114 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2115 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2116 }
2117
2118 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2119 {
2120 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2121 if (part != null)
2122 {
2123 if (hitYN)
2124 {
2125 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2126 {
2127 SitRaycastFindEdge(collisionPoint, normal);
2128 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2129 }
2130 else
2131 {
2132 SitRayCastAvatarPositionCameraZ(part);
2133 }
2134 }
2135 else
2136 {
2137 SitRayCastAvatarPositionCameraZ(part);
2138 }
2139 }
2140 else
2141 { 2347 {
2142 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2348 return true;
2143 m_requestedSitTargetUUID = UUID.Zero;
2144 m_requestedSitTargetID = 0;
2145 m_requestedSitOffset = Vector3.Zero;
2146 } 2349 }
2147 2350
2148 } 2351 if ( m_scene.PhysicsScene == null)
2149 2352 return false;
2150 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2151 {
2152 // Next, try to raycast from the camera Z position
2153 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2154 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2155 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2156 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2157 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2158 }
2159 2353
2160 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2354 if (part.PhysActor == null)
2161 {
2162 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2163 if (part != null)
2164 { 2355 {
2165 if (hitYN) 2356 // none physcis shape
2166 { 2357 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2167 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2358 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2168 {
2169 SitRaycastFindEdge(collisionPoint, normal);
2170 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2171 }
2172 else
2173 {
2174 SitRayCastCameraPosition(part);
2175 }
2176 }
2177 else 2359 else
2178 { 2360 { // non physical phantom TODO
2179 SitRayCastCameraPosition(part); 2361 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2362 return false;
2180 } 2363 }
2181 } 2364 return true;
2182 else
2183 {
2184 ControllingClient.SendAlertMessage("Sit position no longer exists");
2185 m_requestedSitTargetUUID = UUID.Zero;
2186 m_requestedSitTargetID = 0;
2187 m_requestedSitOffset = Vector3.Zero;
2188 } 2365 }
2189 2366
2190 }
2191 2367
2192 public void SitRayCastCameraPosition(SceneObjectPart part) 2368 // not doing autopilot
2193 { 2369 m_requestedSitTargetID = 0;
2194 // Next, try to raycast from the camera position
2195 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2196 Vector3 StartRayCastPosition = CameraPosition;
2197 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2198 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2199 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2200 }
2201 2370
2202 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2371 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2203 { 2372 return true;
2204 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2205 if (part != null)
2206 {
2207 if (hitYN)
2208 {
2209 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2210 {
2211 SitRaycastFindEdge(collisionPoint, normal);
2212 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2213 }
2214 else
2215 {
2216 SitRayHorizontal(part);
2217 }
2218 }
2219 else
2220 {
2221 SitRayHorizontal(part);
2222 }
2223 }
2224 else
2225 {
2226 ControllingClient.SendAlertMessage("Sit position no longer exists");
2227 m_requestedSitTargetUUID = UUID.Zero;
2228 m_requestedSitTargetID = 0;
2229 m_requestedSitOffset = Vector3.Zero;
2230 }
2231 2373
2374 return false;
2232 } 2375 }
2233 2376
2234 public void SitRayHorizontal(SceneObjectPart part) 2377
2378 private bool CanEnterLandPosition(Vector3 testPos)
2235 { 2379 {
2236 // Next, try to raycast from the avatar position to fwd 2380 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2237 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2381
2238 Vector3 StartRayCastPosition = CameraPosition; 2382 if (land == null || land.LandData.Name == "NO_LAND")
2239 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2383 return true;
2240 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2384
2241 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2385 return land.CanBeOnThisLand(UUID,testPos.Z);
2242 } 2386 }
2243 2387
2244 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2388 // status
2389 // < 0 ignore
2390 // 0 bad sit spot
2391 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2245 { 2392 {
2246 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2393 if (status < 0)
2247 if (part != null) 2394 return;
2395
2396 if (status == 0)
2248 { 2397 {
2249 if (hitYN) 2398 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2250 { 2399 return;
2251 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2252 {
2253 SitRaycastFindEdge(collisionPoint, normal);
2254 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2255 // Next, try to raycast from the camera position
2256 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2257 Vector3 StartRayCastPosition = CameraPosition;
2258 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2259 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2260 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2261 }
2262 else
2263 {
2264 ControllingClient.SendAlertMessage("Sit position not accessable.");
2265 m_requestedSitTargetUUID = UUID.Zero;
2266 m_requestedSitTargetID = 0;
2267 m_requestedSitOffset = Vector3.Zero;
2268 }
2269 }
2270 else
2271 {
2272 ControllingClient.SendAlertMessage("Sit position not accessable.");
2273 m_requestedSitTargetUUID = UUID.Zero;
2274 m_requestedSitTargetID = 0;
2275 m_requestedSitOffset = Vector3.Zero;
2276 }
2277 } 2400 }
2278 else 2401
2402 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2403 if (part == null)
2404 return;
2405
2406 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2407 if(!CanEnterLandPosition(targetPos))
2279 { 2408 {
2280 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2409 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2281 m_requestedSitTargetUUID = UUID.Zero; 2410 return;
2282 m_requestedSitTargetID = 0;
2283 m_requestedSitOffset = Vector3.Zero;
2284 } 2411 }
2285 2412
2286 } 2413 RemoveFromPhysicalScene();
2287 2414
2288 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2415 if (MovingToTarget)
2289 { 2416 ResetMoveToTarget();
2290 int i = 0; 2417
2291 //throw new NotImplementedException(); 2418 Velocity = Vector3.Zero;
2292 //m_requestedSitTargetUUID = UUID.Zero; 2419
2293 //m_requestedSitTargetID = 0; 2420 part.AddSittingAvatar(UUID);
2294 //m_requestedSitOffset = Vector3.Zero;
2295 2421
2296 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2422 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2423 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2424 bool forceMouselook = part.GetForceMouselook();
2425
2426 ControllingClient.SendSitResponse(
2427 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2428
2429 // not using autopilot
2430
2431 Rotation = Orientation;
2432 m_pos = offset;
2433
2434 m_requestedSitTargetID = 0;
2435 part.ParentGroup.AddAvatar(UUID);
2436
2437 ParentPart = part;
2438 ParentID = part.LocalId;
2439 if(status == 3)
2440 Animator.TrySetMovementAnimation("SIT_GROUND");
2441 else
2442 Animator.TrySetMovementAnimation("SIT");
2443 SendAvatarDataToAllAgents();
2444
2445 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2297 } 2446 }
2298 */ 2447
2299 2448
2300 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2449 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2301 { 2450 {
@@ -2312,6 +2461,7 @@ namespace OpenSim.Region.Framework.Scenes
2312 return; 2461 return;
2313 } 2462 }
2314 2463
2464
2315 if (part.SitTargetAvatar == UUID) 2465 if (part.SitTargetAvatar == UUID)
2316 { 2466 {
2317 Vector3 sitTargetPos = part.SitTargetPosition; 2467 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2326,14 +2476,39 @@ namespace OpenSim.Region.Framework.Scenes
2326 2476
2327 //Quaternion result = (sitTargetOrient * vq) * nq; 2477 //Quaternion result = (sitTargetOrient * vq) * nq;
2328 2478
2329 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2479 double x, y, z, m;
2480
2481 Quaternion r = sitTargetOrient;
2482 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2483
2484 if (Math.Abs(1.0 - m) > 0.000001)
2485 {
2486 m = 1.0 / Math.Sqrt(m);
2487 r.X *= (float)m;
2488 r.Y *= (float)m;
2489 r.Z *= (float)m;
2490 r.W *= (float)m;
2491 }
2492
2493 x = 2 * (r.X * r.Z + r.Y * r.W);
2494 y = 2 * (-r.X * r.W + r.Y * r.Z);
2495 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2496
2497 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2498 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2499
2500 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2501
2502// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2330 Rotation = sitTargetOrient; 2503 Rotation = sitTargetOrient;
2331 ParentPosition = part.AbsolutePosition; 2504// ParentPosition = part.AbsolutePosition;
2505 part.ParentGroup.AddAvatar(UUID);
2332 } 2506 }
2333 else 2507 else
2334 { 2508 {
2335 m_pos -= part.AbsolutePosition; 2509 m_pos -= part.AbsolutePosition;
2336 ParentPosition = part.AbsolutePosition; 2510// ParentPosition = part.AbsolutePosition;
2511 part.ParentGroup.AddAvatar(UUID);
2337 2512
2338// m_log.DebugFormat( 2513// m_log.DebugFormat(
2339// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2514// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2384,6 +2559,13 @@ namespace OpenSim.Region.Framework.Scenes
2384 Animator.RemoveAnimation(animID, false); 2559 Animator.RemoveAnimation(animID, false);
2385 } 2560 }
2386 2561
2562 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2563 {
2564 Animator.avnChangeAnim(animID, addRemove, sendPack);
2565 }
2566
2567
2568
2387 /// <summary> 2569 /// <summary>
2388 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2570 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2389 /// </summary> 2571 /// </summary>
@@ -2437,14 +2619,15 @@ namespace OpenSim.Region.Framework.Scenes
2437 direc.Z *= 2.6f; 2619 direc.Z *= 2.6f;
2438 2620
2439 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2621 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2440 Animator.TrySetMovementAnimation("PREJUMP"); 2622// Animator.TrySetMovementAnimation("PREJUMP");
2441 Animator.TrySetMovementAnimation("JUMP"); 2623// Animator.TrySetMovementAnimation("JUMP");
2442 } 2624 }
2443 } 2625 }
2444 } 2626 }
2445 2627
2446 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2628 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2447 m_forceToApply = direc; 2629 m_forceToApply = direc;
2630 Animator.UpdateMovementAnimations();
2448 } 2631 }
2449 2632
2450 #endregion 2633 #endregion
@@ -2462,16 +2645,12 @@ namespace OpenSim.Region.Framework.Scenes
2462 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2645 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2463 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2646 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2464 // storing a requested force instead of an actual traveling velocity 2647 // storing a requested force instead of an actual traveling velocity
2648 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2649 SendAvatarDataToAllAgents();
2465 2650
2466 // Throw away duplicate or insignificant updates 2651 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2467 if ( 2652 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2468 // If the velocity has become zero, send it no matter what. 2653 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2469 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2470 // otherwise, if things have changed reasonably, send the update
2471 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2472 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2473 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2474
2475 { 2654 {
2476 SendTerseUpdateToAllClients(); 2655 SendTerseUpdateToAllClients();
2477 2656
@@ -2660,6 +2839,8 @@ namespace OpenSim.Region.Framework.Scenes
2660 return; 2839 return;
2661 } 2840 }
2662 2841
2842 m_lastSize = Appearance.AvatarSize;
2843
2663 int count = 0; 2844 int count = 0;
2664 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2845 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2665 { 2846 {
@@ -2767,6 +2948,8 @@ namespace OpenSim.Region.Framework.Scenes
2767 2948
2768 avatar.ControllingClient.SendAppearance( 2949 avatar.ControllingClient.SendAppearance(
2769 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 2950 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
2951
2952
2770 } 2953 }
2771 2954
2772 #endregion 2955 #endregion
@@ -2841,8 +3024,9 @@ namespace OpenSim.Region.Framework.Scenes
2841 3024
2842 // If we don't have a PhysActor, we can't cross anyway 3025 // If we don't have a PhysActor, we can't cross anyway
2843 // Also don't do this while sat, sitting avatars cross with the 3026 // Also don't do this while sat, sitting avatars cross with the
2844 // object they sit on. 3027 // object they sit on. ParentUUID denoted a pending sit, don't
2845 if (ParentID != 0 || PhysicsActor == null) 3028 // interfere with it.
3029 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2846 return; 3030 return;
2847 3031
2848 if (!IsInTransit) 3032 if (!IsInTransit)
@@ -3103,6 +3287,10 @@ namespace OpenSim.Region.Framework.Scenes
3103 } 3287 }
3104 3288
3105 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3289 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3290 private void RaiseUpdateThrottles()
3291 {
3292 m_scene.EventManager.TriggerThrottleUpdate(this);
3293 }
3106 /// <summary> 3294 /// <summary>
3107 /// This updates important decision making data about a child agent 3295 /// This updates important decision making data about a child agent
3108 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3296 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3183,6 +3371,9 @@ namespace OpenSim.Region.Framework.Scenes
3183 cAgent.AlwaysRun = SetAlwaysRun; 3371 cAgent.AlwaysRun = SetAlwaysRun;
3184 3372
3185 cAgent.Appearance = new AvatarAppearance(Appearance); 3373 cAgent.Appearance = new AvatarAppearance(Appearance);
3374
3375 cAgent.ParentPart = ParentUUID;
3376 cAgent.SitOffset = m_pos;
3186 3377
3187 lock (scriptedcontrols) 3378 lock (scriptedcontrols)
3188 { 3379 {
@@ -3191,7 +3382,7 @@ namespace OpenSim.Region.Framework.Scenes
3191 3382
3192 foreach (ScriptControllers c in scriptedcontrols.Values) 3383 foreach (ScriptControllers c in scriptedcontrols.Values)
3193 { 3384 {
3194 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3385 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3195 } 3386 }
3196 cAgent.Controllers = controls; 3387 cAgent.Controllers = controls;
3197 } 3388 }
@@ -3224,6 +3415,8 @@ namespace OpenSim.Region.Framework.Scenes
3224 CameraAtAxis = cAgent.AtAxis; 3415 CameraAtAxis = cAgent.AtAxis;
3225 CameraLeftAxis = cAgent.LeftAxis; 3416 CameraLeftAxis = cAgent.LeftAxis;
3226 CameraUpAxis = cAgent.UpAxis; 3417 CameraUpAxis = cAgent.UpAxis;
3418 ParentUUID = cAgent.ParentPart;
3419 m_prevSitOffset = cAgent.SitOffset;
3227 3420
3228 // When we get to the point of re-computing neighbors everytime this 3421 // When we get to the point of re-computing neighbors everytime this
3229 // changes, then start using the agent's drawdistance rather than the 3422 // changes, then start using the agent's drawdistance rather than the
@@ -3261,6 +3454,7 @@ namespace OpenSim.Region.Framework.Scenes
3261 foreach (ControllerData c in cAgent.Controllers) 3454 foreach (ControllerData c in cAgent.Controllers)
3262 { 3455 {
3263 ScriptControllers sc = new ScriptControllers(); 3456 ScriptControllers sc = new ScriptControllers();
3457 sc.objectID = c.ObjectID;
3264 sc.itemID = c.ItemID; 3458 sc.itemID = c.ItemID;
3265 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3459 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3266 sc.eventControls = (ScriptControlled)c.EventControls; 3460 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3328,20 +3522,27 @@ namespace OpenSim.Region.Framework.Scenes
3328 } 3522 }
3329 3523
3330 if (Appearance.AvatarHeight == 0) 3524 if (Appearance.AvatarHeight == 0)
3331 Appearance.SetHeight(); 3525// Appearance.SetHeight();
3526 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3332 3527
3333 PhysicsScene scene = m_scene.PhysicsScene; 3528 PhysicsScene scene = m_scene.PhysicsScene;
3334 3529
3335 Vector3 pVec = AbsolutePosition; 3530 Vector3 pVec = AbsolutePosition;
3336 3531
3532/*
3337 PhysicsActor = scene.AddAvatar( 3533 PhysicsActor = scene.AddAvatar(
3338 LocalId, Firstname + "." + Lastname, pVec, 3534 LocalId, Firstname + "." + Lastname, pVec,
3339 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3535 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3536*/
3537
3538 PhysicsActor = scene.AddAvatar(
3539 LocalId, Firstname + "." + Lastname, pVec,
3540 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3340 3541
3341 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3542 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3342 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3543 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3343 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3544 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3344 PhysicsActor.SubscribeEvents(500); 3545 PhysicsActor.SubscribeEvents(100);
3345 PhysicsActor.LocalID = LocalId; 3546 PhysicsActor.LocalID = LocalId;
3346 } 3547 }
3347 3548
@@ -3355,6 +3556,7 @@ namespace OpenSim.Region.Framework.Scenes
3355 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3556 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3356 } 3557 }
3357 3558
3559
3358 /// <summary> 3560 /// <summary>
3359 /// Event called by the physics plugin to tell the avatar about a collision. 3561 /// Event called by the physics plugin to tell the avatar about a collision.
3360 /// </summary> 3562 /// </summary>
@@ -3368,7 +3570,7 @@ namespace OpenSim.Region.Framework.Scenes
3368 /// <param name="e"></param> 3570 /// <param name="e"></param>
3369 public void PhysicsCollisionUpdate(EventArgs e) 3571 public void PhysicsCollisionUpdate(EventArgs e)
3370 { 3572 {
3371 if (IsChildAgent) 3573 if (IsChildAgent || Animator == null)
3372 return; 3574 return;
3373 3575
3374 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3576 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3384,7 +3586,6 @@ namespace OpenSim.Region.Framework.Scenes
3384 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3586 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3385 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3587 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3386 3588
3387 CollisionPlane = Vector4.UnitW;
3388 3589
3389// // No collisions at all means we may be flying. Update always 3590// // No collisions at all means we may be flying. Update always
3390// // to make falling work 3591// // to make falling work
@@ -3396,6 +3597,7 @@ namespace OpenSim.Region.Framework.Scenes
3396 3597
3397 if (coldata.Count != 0) 3598 if (coldata.Count != 0)
3398 { 3599 {
3600/*
3399 switch (Animator.CurrentMovementAnimation) 3601 switch (Animator.CurrentMovementAnimation)
3400 { 3602 {
3401 case "STAND": 3603 case "STAND":
@@ -3404,24 +3606,38 @@ namespace OpenSim.Region.Framework.Scenes
3404 case "CROUCH": 3606 case "CROUCH":
3405 case "CROUCHWALK": 3607 case "CROUCHWALK":
3406 { 3608 {
3609 */
3407 ContactPoint lowest; 3610 ContactPoint lowest;
3408 lowest.SurfaceNormal = Vector3.Zero; 3611 lowest.SurfaceNormal = Vector3.Zero;
3409 lowest.Position = Vector3.Zero; 3612 lowest.Position = Vector3.Zero;
3410 lowest.Position.Z = Single.NaN; 3613 lowest.Position.Z = float.MaxValue;
3411 3614
3412 foreach (ContactPoint contact in coldata.Values) 3615 foreach (ContactPoint contact in coldata.Values)
3413 { 3616 {
3414 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3617
3618 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3415 { 3619 {
3416 lowest = contact; 3620 lowest = contact;
3417 } 3621 }
3418 } 3622 }
3419 3623
3420 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3624 if (lowest.Position.Z != float.MaxValue)
3625 {
3626 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3627 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3628 }
3629 else
3630 CollisionPlane = Vector4.UnitW;
3631/*
3421 } 3632 }
3422 break; 3633 break;
3423 } 3634 }
3635*/
3424 } 3636 }
3637 else
3638 CollisionPlane = Vector4.UnitW;
3639
3640 RaiseCollisionScriptEvents(coldata);
3425 3641
3426 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3642 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3427 if (Invulnerable || GodLevel > 0) 3643 if (Invulnerable || GodLevel > 0)
@@ -3520,6 +3736,13 @@ namespace OpenSim.Region.Framework.Scenes
3520 // m_reprioritizationTimer.Dispose(); 3736 // m_reprioritizationTimer.Dispose();
3521 3737
3522 RemoveFromPhysicalScene(); 3738 RemoveFromPhysicalScene();
3739
3740 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3741
3742// if (Animator != null)
3743// Animator.Close();
3744 Animator = null;
3745
3523 } 3746 }
3524 3747
3525 public void AddAttachment(SceneObjectGroup gobj) 3748 public void AddAttachment(SceneObjectGroup gobj)
@@ -3753,10 +3976,18 @@ namespace OpenSim.Region.Framework.Scenes
3753 3976
3754 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3977 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3755 { 3978 {
3979 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3980 if (p == null)
3981 return;
3982
3983 ControllingClient.SendTakeControls(controls, false, false);
3984 ControllingClient.SendTakeControls(controls, true, false);
3985
3756 ScriptControllers obj = new ScriptControllers(); 3986 ScriptControllers obj = new ScriptControllers();
3757 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3987 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3758 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3988 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3759 3989
3990 obj.objectID = p.ParentGroup.UUID;
3760 obj.itemID = Script_item_UUID; 3991 obj.itemID = Script_item_UUID;
3761 if (pass_on == 0 && accept == 0) 3992 if (pass_on == 0 && accept == 0)
3762 { 3993 {
@@ -3805,6 +4036,21 @@ namespace OpenSim.Region.Framework.Scenes
3805 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4036 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3806 } 4037 }
3807 4038
4039 private void UnRegisterSeatControls(UUID obj)
4040 {
4041 List<UUID> takers = new List<UUID>();
4042
4043 foreach (ScriptControllers c in scriptedcontrols.Values)
4044 {
4045 if (c.objectID == obj)
4046 takers.Add(c.itemID);
4047 }
4048 foreach (UUID t in takers)
4049 {
4050 UnRegisterControlEventsToScript(0, t);
4051 }
4052 }
4053
3808 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4054 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3809 { 4055 {
3810 ScriptControllers takecontrols; 4056 ScriptControllers takecontrols;
@@ -4123,6 +4369,12 @@ namespace OpenSim.Region.Framework.Scenes
4123 4369
4124 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4370 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4125 { 4371 {
4372 string reason;
4373
4374 // Honor bans
4375 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4376 return;
4377
4126 SceneObjectGroup telehub = null; 4378 SceneObjectGroup telehub = null;
4127 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4379 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4128 { 4380 {
@@ -4162,11 +4414,206 @@ namespace OpenSim.Region.Framework.Scenes
4162 pos = land.LandData.UserLocation; 4414 pos = land.LandData.UserLocation;
4163 } 4415 }
4164 } 4416 }
4165 4417
4166 land.SendLandUpdateToClient(ControllingClient); 4418 land.SendLandUpdateToClient(ControllingClient);
4167 } 4419 }
4168 } 4420 }
4169 4421
4422 private DetectedObject CreateDetObject(SceneObjectPart obj)
4423 {
4424 DetectedObject detobj = new DetectedObject();
4425 detobj.keyUUID = obj.UUID;
4426 detobj.nameStr = obj.Name;
4427 detobj.ownerUUID = obj.OwnerID;
4428 detobj.posVector = obj.AbsolutePosition;
4429 detobj.rotQuat = obj.GetWorldRotation();
4430 detobj.velVector = obj.Velocity;
4431 detobj.colliderType = 0;
4432 detobj.groupUUID = obj.GroupID;
4433
4434 return detobj;
4435 }
4436
4437 private DetectedObject CreateDetObject(ScenePresence av)
4438 {
4439 DetectedObject detobj = new DetectedObject();
4440 detobj.keyUUID = av.UUID;
4441 detobj.nameStr = av.ControllingClient.Name;
4442 detobj.ownerUUID = av.UUID;
4443 detobj.posVector = av.AbsolutePosition;
4444 detobj.rotQuat = av.Rotation;
4445 detobj.velVector = av.Velocity;
4446 detobj.colliderType = 0;
4447 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4448
4449 return detobj;
4450 }
4451
4452 private DetectedObject CreateDetObjectForGround()
4453 {
4454 DetectedObject detobj = new DetectedObject();
4455 detobj.keyUUID = UUID.Zero;
4456 detobj.nameStr = "";
4457 detobj.ownerUUID = UUID.Zero;
4458 detobj.posVector = AbsolutePosition;
4459 detobj.rotQuat = Quaternion.Identity;
4460 detobj.velVector = Vector3.Zero;
4461 detobj.colliderType = 0;
4462 detobj.groupUUID = UUID.Zero;
4463
4464 return detobj;
4465 }
4466
4467 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4468 {
4469 ColliderArgs colliderArgs = new ColliderArgs();
4470 List<DetectedObject> colliding = new List<DetectedObject>();
4471 foreach (uint localId in colliders)
4472 {
4473 if (localId == 0)
4474 continue;
4475
4476 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4477 if (obj != null)
4478 {
4479 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4480 colliding.Add(CreateDetObject(obj));
4481 }
4482 else
4483 {
4484 ScenePresence av = m_scene.GetScenePresence(localId);
4485 if (av != null && (!av.IsChildAgent))
4486 {
4487 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4488 colliding.Add(CreateDetObject(av));
4489 }
4490 }
4491 }
4492
4493 colliderArgs.Colliders = colliding;
4494
4495 return colliderArgs;
4496 }
4497
4498 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4499
4500 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4501 {
4502 ColliderArgs CollidingMessage;
4503
4504 if (colliders.Count > 0)
4505 {
4506 if ((dest.RootPart.ScriptEvents & ev) != 0)
4507 {
4508 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4509
4510 if (CollidingMessage.Colliders.Count > 0)
4511 notify(dest.RootPart.LocalId, CollidingMessage);
4512 }
4513 }
4514 }
4515
4516 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4517 {
4518 if ((dest.RootPart.ScriptEvents & ev) != 0)
4519 {
4520 ColliderArgs LandCollidingMessage = new ColliderArgs();
4521 List<DetectedObject> colliding = new List<DetectedObject>();
4522
4523 colliding.Add(CreateDetObjectForGround());
4524 LandCollidingMessage.Colliders = colliding;
4525
4526 notify(dest.RootPart.LocalId, LandCollidingMessage);
4527 }
4528 }
4529
4530 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4531 {
4532 try
4533 {
4534 List<uint> thisHitColliders = new List<uint>();
4535 List<uint> endedColliders = new List<uint>();
4536 List<uint> startedColliders = new List<uint>();
4537 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4538 CollisionForSoundInfo soundinfo;
4539 ContactPoint curcontact;
4540
4541 if (coldata.Count == 0)
4542 {
4543 if (m_lastColliders.Count == 0)
4544 return; // nothing to do
4545
4546 foreach (uint localID in m_lastColliders)
4547 {
4548 endedColliders.Add(localID);
4549 }
4550 m_lastColliders.Clear();
4551 }
4552
4553 else
4554 {
4555 foreach (uint id in coldata.Keys)
4556 {
4557 thisHitColliders.Add(id);
4558 if (!m_lastColliders.Contains(id))
4559 {
4560 startedColliders.Add(id);
4561 curcontact = coldata[id];
4562 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4563 {
4564 soundinfo = new CollisionForSoundInfo();
4565 soundinfo.colliderID = id;
4566 soundinfo.position = curcontact.Position;
4567 soundinfo.relativeVel = curcontact.RelativeSpeed;
4568 soundinfolist.Add(soundinfo);
4569 }
4570 }
4571 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4572 }
4573
4574 // calculate things that ended colliding
4575 foreach (uint localID in m_lastColliders)
4576 {
4577 if (!thisHitColliders.Contains(localID))
4578 {
4579 endedColliders.Add(localID);
4580 }
4581 }
4582 //add the items that started colliding this time to the last colliders list.
4583 foreach (uint localID in startedColliders)
4584 {
4585 m_lastColliders.Add(localID);
4586 }
4587 // remove things that ended colliding from the last colliders list
4588 foreach (uint localID in endedColliders)
4589 {
4590 m_lastColliders.Remove(localID);
4591 }
4592
4593 if (soundinfolist.Count > 0)
4594 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4595 }
4596
4597 foreach (SceneObjectGroup att in GetAttachments())
4598 {
4599 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4600 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4601 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4602
4603 if (startedColliders.Contains(0))
4604 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4605 if (m_lastColliders.Contains(0))
4606 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4607 if (endedColliders.Contains(0))
4608 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4609 }
4610 }
4611 finally
4612 {
4613 m_collisionEventFlag = false;
4614 }
4615 }
4616
4170 private void TeleportFlagsDebug() { 4617 private void TeleportFlagsDebug() {
4171 4618
4172 // Some temporary debugging help to show all the TeleportFlags we have... 4619 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4191,6 +4638,5 @@ namespace OpenSim.Region.Framework.Scenes
4191 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4638 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4192 4639
4193 } 4640 }
4194
4195 } 4641 }
4196} 4642}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 4a2a47e..5c37c07 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -367,6 +373,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
367 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 373 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
368 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
369 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
392
370 #endregion 393 #endregion
371 394
372 #region TaskInventoryXmlProcessors initialization 395 #region TaskInventoryXmlProcessors initialization
@@ -394,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
394 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
395 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
396 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
397 420
398 #endregion 421 #endregion
399 422
400 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -594,6 +617,58 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
594 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 617 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
595 } 618 }
596 619
620 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
621 {
622 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
623 }
624
625 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
626 {
627 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
628 }
629
630 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
631 {
632 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
633 }
634
635 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
636 {
637 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
638 }
639
640 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
641 {
642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
643 }
644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
597 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
598 { 673 {
599 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -763,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
763 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
764 } 839 }
765 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
766 #endregion 860 #endregion
767 861
768 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1150,6 +1244,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1150 }); 1244 });
1151 1245
1152 writer.WriteEndElement(); 1246 writer.WriteEndElement();
1247
1248 if (sog.RootPart.KeyframeMotion != null)
1249 {
1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1251
1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1253 writer.WriteBase64(data, 0, data.Length);
1254 writer.WriteEndElement();
1255 }
1256
1153 writer.WriteEndElement(); 1257 writer.WriteEndElement();
1154 } 1258 }
1155 1259
@@ -1257,6 +1361,29 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1257 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1258 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1259 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1376 if (sop.Density != 1000.0f)
1377 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1378 if (sop.Friction != 0.6f)
1379 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1380 if (sop.Bounciness != 0.5f)
1381 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1382 if (sop.GravityModifier != 1.0f)
1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1386
1260 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1261 } 1388 }
1262 1389
@@ -1481,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1481 { 1608 {
1482 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1483 1610
1484 if (reader.IsEmptyElement)
1485 {
1486 reader.Read();
1487 return tinv;
1488 }
1489
1490 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1491 1612
1492 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 96973de..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113 Vector3 thirdSize = new Vector3(8, 9, 10);
114 Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index ad33607..b09ae39 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;