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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs177
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs35
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs81
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs231
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs159
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1152
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs969
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2898 insertions, 1047 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..99d9564 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64
61 /// <value> 65 /// <value>
62 /// The scene presence that this animator applies to 66 /// The scene presence that this animator applies to
63 /// </value> 67 /// </value>
@@ -123,8 +127,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 127 /// </summary>
124 public void TrySetMovementAnimation(string anim) 128 public void TrySetMovementAnimation(string anim)
125 { 129 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 130 if (!m_scenePresence.IsChildAgent)
129 { 131 {
130 if (m_animations.TrySetDefaultAnimation( 132 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +144,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 144 /// </summary>
143 public string GetMovementAnimation() 145 public string GetMovementAnimation()
144 { 146 {
147//Console.WriteLine("GMA-------"); //##
145 const float FALL_DELAY = 0.33f; 148 const float FALL_DELAY = 0.33f;
146 const float PREJUMP_DELAY = 0.25f; 149//rm for jumping const float PREJUMP_DELAY = 0.25f;
147 150 const float PREJUMP_DELAY = 200f; // mS add for jumping
151 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 152 #region Inputs
149 if (m_scenePresence.SitGround) 153
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 154 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 155 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 156
@@ -159,11 +160,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 160 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 161
161 // Check control flags 162 // Check control flags
162 bool heldForward = 163 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 164 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 165 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 166 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +182,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 182
183 // Is the avatar trying to move? 183 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 184// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 185// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 186 #endregion Inputs
188 187
189 #region Flying 188 #region Flying
@@ -192,6 +191,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 191 {
193 m_animTickFall = 0; 192 m_animTickFall = 0;
194 m_animTickJump = 0; 193 m_animTickJump = 0;
194 m_jumping = false; //add for jumping flag
195 m_jumpVelocity = 0f; //add for jumping flag
196 actor.Selected = false; //add for jumping flag
195 197
196 if (move.X != 0f || move.Y != 0f) 198 if (move.X != 0f || move.Y != 0f)
197 { 199 {
@@ -218,8 +220,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 220
219 #region Falling/Floating/Landing 221 #region Falling/Floating/Landing
220 222
221 if (actor == null || !actor.IsColliding) 223// rm for jumping if (actor == null || !actor.IsColliding)
224 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 225 {
226//Console.WriteLine("FFL"); //##
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 227 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 228 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
225 229
@@ -228,7 +232,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
228 // Just started falling 232 // Just started falling
229 m_animTickFall = Environment.TickCount; 233 m_animTickFall = Environment.TickCount;
230 } 234 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 235// else if (!jumping && fallElapsed > FALL_DELAY)
236 else if (!m_jumping && fallElapsed > FALL_DELAY) // add for jumping
232 { 237 {
233 // Falling long enough to trigger the animation 238 // Falling long enough to trigger the animation
234 return "FALLDOWN"; 239 return "FALLDOWN";
@@ -239,6 +244,67 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 244
240 #endregion Falling/Floating/Landing 245 #endregion Falling/Floating/Landing
241 246
247
248 #region Jumping // section added for jumping...
249
250 Vector3 vj = Vector3.Zero;
251 int jumptime;
252 jumptime = Environment.TickCount - m_animTickJump;
253
254
255 if ((move.Z > 0f) && (!m_jumping))
256 {
257//Console.WriteLine("PJ {0}", jumptime); //##
258 // Start jumping, prejump
259 m_animTickFall = 0;
260 m_jumping = true;
261 actor.Selected = true; // borrowed for jmping flag
262 m_animTickJump = Environment.TickCount;
263 vj.Z = 0.35f;
264m_jumpVelocity = 0.35f;
265 vj += actor.Velocity;
266// #@ actor.Velocity = vj;
267 return "PREJUMP";
268 }
269
270 if(m_jumping)
271 {
272 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
273 {
274//Console.WriteLine("LA {0}", jumptime); //##
275 // end jumping
276 m_jumping = false;
277 actor.Selected = false; // borrowed for jumping flag
278m_jumpVelocity = 0f;
279 m_animTickFall = Environment.TickCount;
280 return "LAND";
281 }
282 else if (jumptime > JUMP_PERIOD)
283 {
284//Console.WriteLine("JD {0}", jumptime); //##
285 // jump down
286 vj = actor.Velocity;
287 vj.Z = 0f;
288m_jumpVelocity = 0f;
289// #@ actor.Velocity = vj;
290 return "JUMP";
291 }
292 else if (jumptime > PREJUMP_DELAY)
293 {
294//Console.WriteLine("JU {0}", jumptime); //##
295 // jump up
296 m_jumping = true;
297 vj.Z = 10f;
298m_jumpVelocity = 10f;
299 vj.X = actor.Velocity.X;
300 vj.Y = actor.Velocity.Y;
301// #@ actor.Velocity = vj;
302 return "JUMP";
303 }
304 }
305
306 #endregion Jumping // end added section
307
242 #region Ground Movement 308 #region Ground Movement
243 309
244 if (m_movementAnimation == "FALLDOWN") 310 if (m_movementAnimation == "FALLDOWN")
@@ -250,11 +316,26 @@ namespace OpenSim.Region.Framework.Scenes.Animation
250 } 316 }
251 else if (m_movementAnimation == "LAND") 317 else if (m_movementAnimation == "LAND")
252 { 318 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 319// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 320 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
321// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
322/* Try change ##
323 if ((m_animTickFall != 0) && (landElapsed <= 500)) // add for jumping
255 return "LAND"; 324 return "LAND";
325 */
326 // NB if this is set too long a weird anim reset from some place prevents STAND from being sent to client
327 if ((m_animTickFall != 0) && (landElapsed <= 300)) // add for jumping
328 {
329//Console.WriteLine("LAND"); //##
330 return "LAND";
331 }
332 else
333 {
334//Console.WriteLine("STAND"); //##
335 return "STAND";
336 }
256 } 337 }
257 338/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 339 m_animTickFall = 0;
259 340
260 if (move.Z > 0f) 341 if (move.Z > 0f)
@@ -266,7 +347,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 347 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 348 return "PREJUMP";
268 } 349 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 350 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 351 {
271 // Start actual jump 352 // Start actual jump
272 if (m_animTickJump == -1) 353 if (m_animTickJump == -1)
@@ -284,27 +365,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 365 {
285 // Not jumping 366 // Not jumping
286 m_animTickJump = 0; 367 m_animTickJump = 0;
287 368 */
288 if (move.X != 0f || move.Y != 0f) 369 // next section moved outside paren. and realigned for jumping
289 { 370 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 371 {
291 if (move.Z < 0f) 372 // Walking / crouchwalking / running
292 return "CROUCHWALK"; 373 if (move.Z < 0f)
293 else if (m_scenePresence.SetAlwaysRun) 374 return "CROUCHWALK";
294 return "RUN"; 375 else if (m_scenePresence.SetAlwaysRun)
295 else 376 return "RUN";
296 return "WALK";
297 }
298 else 377 else
299 { 378 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 379 }
307 380// rm for jumping else
381 else if (!m_jumping) // add for jumping
382 {
383 // Not walking
384 if (move.Z < 0f)
385 return "CROUCH";
386 else
387 return "STAND";
388 }
389 // end section realign for jumping
308 #endregion Ground Movement 390 #endregion Ground Movement
309 391
310 return m_movementAnimation; 392 return m_movementAnimation;
@@ -316,16 +398,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 398 public void UpdateMovementAnimations()
317 { 399 {
318 m_movementAnimation = GetMovementAnimation(); 400 m_movementAnimation = GetMovementAnimation();
319 401/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 402 {
322 // This was the previous behavior before PREJUMP 403 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 404 TrySetMovementAnimation("JUMP");
324 } 405 }
325 else 406 else
326 { 407 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 408 TrySetMovementAnimation(m_movementAnimation);
328 } 409// rm for jumping }
329 } 410 }
330 411
331 public UUID[] GetAnimationArray() 412 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 272f718..3a3ec2b 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -140,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
140 140
141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
142 { 142 {
143 if (entity == null) return double.NaN;
143 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 144 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
144 if (presence != null) 145 if (presence != null)
145 { 146 {
@@ -150,11 +151,16 @@ namespace OpenSim.Region.Framework.Scenes
150 // Use group position for child prims 151 // Use group position for child prims
151 Vector3 entityPos = entity.AbsolutePosition; 152 Vector3 entityPos = entity.AbsolutePosition;
152 if (entity is SceneObjectPart) 153 if (entity is SceneObjectPart)
153 { 154 {
154 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 155 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
155 // before its scheduled update was triggered 156 if (group == null)
156 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 157 {
157 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 158 entityPos = entity.AbsolutePosition;
159 }
160 else
161 {
162 entityPos = group.AbsolutePosition;
163 }
158 } 164 }
159 else 165 else
160 { 166 {
@@ -199,9 +205,9 @@ namespace OpenSim.Region.Framework.Scenes
199 return 0.0; 205 return 0.0;
200 206
201 // Use group position for child prims 207 // Use group position for child prims
202 Vector3 entityPos = entity.AbsolutePosition; 208 Vector3 entityPos;
203 if (entity is SceneObjectPart) 209 if (entity is SceneObjectPart)
204 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 210 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
205 else 211 else
206 entityPos = entity.AbsolutePosition; 212 entityPos = entity.AbsolutePosition;
207 213
@@ -224,12 +230,19 @@ namespace OpenSim.Region.Framework.Scenes
224 230
225 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
226 { 232 {
227 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
228 if (physActor == null || !physActor.IsPhysical)
229 priority += 100;
230
231 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 233 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
234 {
232 priority = 1.0; 235 priority = 1.0;
236 }
237 else
238 {
239 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
240 if (physActor == null || !physActor.IsPhysical)
241 priority += 100;
242 }
243
244 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
245 priority +=1;
233 } 246 }
234 return priority; 247 return priority;
235 } 248 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 0674e62..0d9682e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -202,8 +218,7 @@ namespace OpenSim.Region.Framework.Scenes
202 218
203 // Update item with new asset 219 // Update item with new asset
204 item.AssetID = asset.FullID; 220 item.AssetID = asset.FullID;
205 if (group.UpdateInventoryItem(item)) 221 group.UpdateInventoryItem(item);
206 remoteClient.SendAgentAlertMessage("Script saved", false);
207 222
208 part.GetProperties(remoteClient); 223 part.GetProperties(remoteClient);
209 224
@@ -214,12 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 229 {
215 // Needs to determine which engine was running it and use that 230 // Needs to determine which engine was running it and use that
216 // 231 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 232 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 }
220 else
221 {
222 remoteClient.SendAgentAlertMessage("Script saved", false);
223 } 233 }
224 part.ParentGroup.ResumeScripts(); 234 part.ParentGroup.ResumeScripts();
225 return errors; 235 return errors;
@@ -633,6 +643,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 643 return;
634 } 644 }
635 645
646 if (newName == null) newName = item.Name;
647
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 648 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 649
638 if (asset != null) 650 if (asset != null)
@@ -680,6 +692,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 692 }
681 693
682 /// <summary> 694 /// <summary>
695 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
696 /// </summary>
697 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
698 {
699 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
700 foreach (InventoryItemBase b in items)
701 {
702 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
703 InventoryItemBase n = InventoryService.GetItem(b);
704 n.Folder = destfolder;
705 moveitems.Add(n);
706 remoteClient.SendInventoryItemCreateUpdate(n, 0);
707 }
708
709 MoveInventoryItem(remoteClient, moveitems);
710 }
711
712 /// <summary>
683 /// Move an item within the agent's inventory. 713 /// Move an item within the agent's inventory.
684 /// </summary> 714 /// </summary>
685 /// <param name="remoteClient"></param> 715 /// <param name="remoteClient"></param>
@@ -914,8 +944,12 @@ namespace OpenSim.Region.Framework.Scenes
914 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 944 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
915 { 945 {
916 SceneObjectPart part = GetSceneObjectPart(localID); 946 SceneObjectPart part = GetSceneObjectPart(localID);
917 SceneObjectGroup group = part.ParentGroup; 947 SceneObjectGroup group = null;
918 if (group != null) 948 if (part != null)
949 {
950 group = part.ParentGroup;
951 }
952 if (part != null && group != null)
919 { 953 {
920 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 954 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
921 return; 955 return;
@@ -1362,13 +1396,6 @@ namespace OpenSim.Region.Framework.Scenes
1362 { 1396 {
1363 agentTransactions.HandleTaskItemUpdateFromTransaction( 1397 agentTransactions.HandleTaskItemUpdateFromTransaction(
1364 remoteClient, part, transactionID, currentItem); 1398 remoteClient, part, transactionID, currentItem);
1365
1366 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1367 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1368 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1369 remoteClient.SendAgentAlertMessage("Script saved", false);
1370 else
1371 remoteClient.SendAgentAlertMessage("Item saved", false);
1372 } 1399 }
1373 1400
1374 // Base ALWAYS has move 1401 // Base ALWAYS has move
@@ -1496,7 +1523,7 @@ namespace OpenSim.Region.Framework.Scenes
1496 return; 1523 return;
1497 1524
1498 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1525 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1499 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1526 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1500 remoteClient.AgentId); 1527 remoteClient.AgentId);
1501 AssetService.Store(asset); 1528 AssetService.Store(asset);
1502 1529
@@ -1691,11 +1718,19 @@ namespace OpenSim.Region.Framework.Scenes
1691 // Invalid id 1718 // Invalid id
1692 SceneObjectPart part = GetSceneObjectPart(localID); 1719 SceneObjectPart part = GetSceneObjectPart(localID);
1693 if (part == null) 1720 if (part == null)
1721 {
1722 //Client still thinks the object exists, kill it
1723 SendKillObject(localID);
1694 continue; 1724 continue;
1725 }
1695 1726
1696 // Already deleted by someone else 1727 // Already deleted by someone else
1697 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1728 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1729 {
1730 //Client still thinks the object exists, kill it
1731 SendKillObject(localID);
1698 continue; 1732 continue;
1733 }
1699 1734
1700 // Can't delete child prims 1735 // Can't delete child prims
1701 if (part != part.ParentGroup.RootPart) 1736 if (part != part.ParentGroup.RootPart)
@@ -1722,15 +1757,21 @@ namespace OpenSim.Region.Framework.Scenes
1722 } 1757 }
1723 else 1758 else
1724 { 1759 {
1725 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1760 if (action == DeRezAction.TakeCopy)
1761 {
1762 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1763 permissionToTakeCopy = false;
1764 }
1765 else
1766 {
1726 permissionToTakeCopy = false; 1767 permissionToTakeCopy = false;
1768 }
1727 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1769 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1728 permissionToTake = false; 1770 permissionToTake = false;
1729 1771
1730 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1772 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1731 permissionToDelete = false; 1773 permissionToDelete = false;
1732 } 1774 }
1733
1734 } 1775 }
1735 1776
1736 // Handle god perms 1777 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 56ac2c2..400f4c0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -136,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
136 protected SceneCommunicationService m_sceneGridService; 136 protected SceneCommunicationService m_sceneGridService;
137 public bool LoginsDisabled = true; 137 public bool LoginsDisabled = true;
138 public bool LoadingPrims = false; 138 public bool LoadingPrims = false;
139 public bool CombineRegions = false;
139 140
140 public new float TimeDilation 141 public new float TimeDilation
141 { 142 {
@@ -149,6 +150,20 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 public IXfer XferManager; 151 public IXfer XferManager;
151 152
153 protected ISnmpModule m_snmpService = null;
154 public ISnmpModule SnmpService
155 {
156 get
157 {
158 if (m_snmpService == null)
159 {
160 m_snmpService = RequestModuleInterface<ISnmpModule>();
161 }
162
163 return m_snmpService;
164 }
165 }
166
152 protected IAssetService m_AssetService; 167 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 168 protected IAuthorizationService m_AuthorizationService;
154 169
@@ -383,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
383 private bool m_firstHeartbeat = true; 398 private bool m_firstHeartbeat = true;
384 399
385 private object m_deleting_scene_object = new object(); 400 private object m_deleting_scene_object = new object();
401 private object m_cleaningAttachments = new object();
386 402
387 // the minimum time that must elapse before a changed object will be considered for persisted 403 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; 404 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
@@ -543,6 +559,8 @@ namespace OpenSim.Region.Framework.Scenes
543 559
544 // Load region settings 560 // Load region settings
545 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 561 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
562 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
563
546 if (m_storageManager.EstateDataStore != null) 564 if (m_storageManager.EstateDataStore != null)
547 { 565 {
548 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 566 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -605,9 +623,10 @@ namespace OpenSim.Region.Framework.Scenes
605 //Animation states 623 //Animation states
606 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
607 // TODO: Change default to true once the feature is supported 625 // TODO: Change default to true once the feature is supported
608 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 626 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
609
610 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
628
629 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
611 if (RegionInfo.NonphysPrimMax > 0) 630 if (RegionInfo.NonphysPrimMax > 0)
612 { 631 {
613 m_maxNonphys = RegionInfo.NonphysPrimMax; 632 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -639,6 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
639 m_persistAfter *= 10000000; 658 m_persistAfter *= 10000000;
640 659
641 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 660 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
661 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
642 662
643 IConfig packetConfig = m_config.Configs["PacketPool"]; 663 IConfig packetConfig = m_config.Configs["PacketPool"];
644 if (packetConfig != null) 664 if (packetConfig != null)
@@ -648,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
648 } 668 }
649 669
650 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
671 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
651 672
652 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 673 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
653 if (m_generateMaptiles) 674 if (m_generateMaptiles)
@@ -672,9 +693,9 @@ namespace OpenSim.Region.Framework.Scenes
672 } 693 }
673 } 694 }
674 } 695 }
675 catch 696 catch (Exception e)
676 { 697 {
677 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 698 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
678 } 699 }
679 700
680 #endregion Region Config 701 #endregion Region Config
@@ -911,6 +932,15 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="seconds">float indicating duration before restart.</param> 932 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds) 933 public virtual void Restart(float seconds)
913 { 934 {
935 Restart(seconds, true);
936 }
937
938 /// <summary>
939 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
940 /// </summary>
941 /// <param name="seconds">float indicating duration before restart.</param>
942 public virtual void Restart(float seconds, bool showDialog)
943 {
914 // notifications are done in 15 second increments 944 // notifications are done in 15 second increments
915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 945 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
916 // It's a 'Cancel restart' request. 946 // It's a 'Cancel restart' request.
@@ -931,8 +961,11 @@ namespace OpenSim.Region.Framework.Scenes
931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 961 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 962 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
933 m_restartTimer.Start(); 963 m_restartTimer.Start();
934 m_dialogModule.SendNotificationToUsersInRegion( 964 if (showDialog)
965 {
966 m_dialogModule.SendNotificationToUsersInRegion(
935 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 967 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
968 }
936 } 969 }
937 } 970 }
938 971
@@ -1127,6 +1160,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1160 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1128 if (HeartbeatThread != null) 1161 if (HeartbeatThread != null)
1129 { 1162 {
1163 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1130 HeartbeatThread.Abort(); 1164 HeartbeatThread.Abort();
1131 HeartbeatThread = null; 1165 HeartbeatThread = null;
1132 } 1166 }
@@ -1290,16 +1324,16 @@ namespace OpenSim.Region.Framework.Scenes
1290 // Check if any objects have reached their targets 1324 // Check if any objects have reached their targets
1291 CheckAtTargets(); 1325 CheckAtTargets();
1292 1326
1293 // Update SceneObjectGroups that have scheduled themselves for updates
1294 // Objects queue their updates onto all scene presences
1295 if (m_frame % m_update_objects == 0)
1296 m_sceneGraph.UpdateObjectGroups();
1297
1298 // Run through all ScenePresences looking for updates 1327 // Run through all ScenePresences looking for updates
1299 // Presence updates and queued object updates for each presence are sent to clients 1328 // Presence updates and queued object updates for each presence are sent to clients
1300 if (m_frame % m_update_presences == 0) 1329 if (m_frame % m_update_presences == 0)
1301 m_sceneGraph.UpdatePresences(); 1330 m_sceneGraph.UpdatePresences();
1302 1331
1332 // Update SceneObjectGroups that have scheduled themselves for updates
1333 // Objects queue their updates onto all scene presences
1334 if (m_frame % m_update_objects == 0)
1335 m_sceneGraph.UpdateObjectGroups();
1336
1303 if (m_frame % m_update_coarse_locations == 0) 1337 if (m_frame % m_update_coarse_locations == 0)
1304 { 1338 {
1305 List<Vector3> coarseLocations; 1339 List<Vector3> coarseLocations;
@@ -1628,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1628 public void StoreWindlightProfile(RegionLightShareData wl) 1662 public void StoreWindlightProfile(RegionLightShareData wl)
1629 { 1663 {
1630 m_regInfo.WindlightSettings = wl; 1664 m_regInfo.WindlightSettings = wl;
1665 wl.Save();
1631 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1666 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1632 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1667 m_eventManager.TriggerOnSaveNewWindlightProfile();
1633 } 1668 }
@@ -1789,14 +1824,24 @@ namespace OpenSim.Region.Framework.Scenes
1789 /// <returns></returns> 1824 /// <returns></returns>
1790 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1825 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1791 { 1826 {
1827
1828 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1829 Vector3 wpos = Vector3.Zero;
1830 // Check for water surface intersection from above
1831 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1832 {
1833 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1834 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1835 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1836 wpos.Z = wheight;
1837 }
1838
1792 Vector3 pos = Vector3.Zero; 1839 Vector3 pos = Vector3.Zero;
1793 if (RayEndIsIntersection == (byte)1) 1840 if (RayEndIsIntersection == (byte)1)
1794 { 1841 {
1795 pos = RayEnd; 1842 pos = RayEnd;
1796 return pos;
1797 } 1843 }
1798 1844 else if (RayTargetID != UUID.Zero)
1799 if (RayTargetID != UUID.Zero)
1800 { 1845 {
1801 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1846 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1802 1847
@@ -1818,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
1818 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1863 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1819 1864
1820 // Un-comment out the following line to Get Raytrace results printed to the console. 1865 // Un-comment out the following line to Get Raytrace results printed to the console.
1821 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1866 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1822 float ScaleOffset = 0.5f; 1867 float ScaleOffset = 0.5f;
1823 1868
1824 // If we hit something 1869 // If we hit something
@@ -1841,13 +1886,10 @@ namespace OpenSim.Region.Framework.Scenes
1841 //pos.Z -= 0.25F; 1886 //pos.Z -= 0.25F;
1842 1887
1843 } 1888 }
1844
1845 return pos;
1846 } 1889 }
1847 else 1890 else
1848 { 1891 {
1849 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1892 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1850
1851 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1893 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1852 1894
1853 // Un-comment the following line to print the raytrace results to the console. 1895 // Un-comment the following line to print the raytrace results to the console.
@@ -1856,13 +1898,12 @@ namespace OpenSim.Region.Framework.Scenes
1856 if (ei.HitTF) 1898 if (ei.HitTF)
1857 { 1899 {
1858 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1900 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1859 } else 1901 }
1902 else
1860 { 1903 {
1861 // fall back to our stupid functionality 1904 // fall back to our stupid functionality
1862 pos = RayEnd; 1905 pos = RayEnd;
1863 } 1906 }
1864
1865 return pos;
1866 } 1907 }
1867 } 1908 }
1868 else 1909 else
@@ -1873,8 +1914,12 @@ namespace OpenSim.Region.Framework.Scenes
1873 //increase height so its above the ground. 1914 //increase height so its above the ground.
1874 //should be getting the normal of the ground at the rez point and using that? 1915 //should be getting the normal of the ground at the rez point and using that?
1875 pos.Z += scale.Z / 2f; 1916 pos.Z += scale.Z / 2f;
1876 return pos; 1917// return pos;
1877 } 1918 }
1919
1920 // check against posible water intercept
1921 if (wpos.Z > pos.Z) pos = wpos;
1922 return pos;
1878 } 1923 }
1879 1924
1880 1925
@@ -2031,6 +2076,15 @@ namespace OpenSim.Region.Framework.Scenes
2031 /// </summary> 2076 /// </summary>
2032 public void DeleteAllSceneObjects() 2077 public void DeleteAllSceneObjects()
2033 { 2078 {
2079 DeleteAllSceneObjects(false);
2080 }
2081
2082 /// <summary>
2083 /// Delete every object from the scene. This does not include attachments worn by avatars.
2084 /// </summary>
2085 public void DeleteAllSceneObjects(bool exceptNoCopy)
2086 {
2087 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2034 lock (Entities) 2088 lock (Entities)
2035 { 2089 {
2036 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2090 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2040,11 +2094,24 @@ namespace OpenSim.Region.Framework.Scenes
2040 if (e is SceneObjectGroup) 2094 if (e is SceneObjectGroup)
2041 { 2095 {
2042 SceneObjectGroup sog = (SceneObjectGroup)e; 2096 SceneObjectGroup sog = (SceneObjectGroup)e;
2043 if (!sog.IsAttachment) 2097 if (sog != null && !sog.IsAttachment)
2044 DeleteSceneObject((SceneObjectGroup)e, false); 2098 {
2099 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2100 {
2101 DeleteSceneObject((SceneObjectGroup)e, false);
2102 }
2103 else
2104 {
2105 toReturn.Add((SceneObjectGroup)e);
2106 }
2107 }
2045 } 2108 }
2046 } 2109 }
2047 } 2110 }
2111 if (toReturn.Count > 0)
2112 {
2113 returnObjects(toReturn.ToArray(), UUID.Zero);
2114 }
2048 } 2115 }
2049 2116
2050 /// <summary> 2117 /// <summary>
@@ -2417,6 +2484,12 @@ namespace OpenSim.Region.Framework.Scenes
2417 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2484 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2418 public bool AddSceneObject(SceneObjectGroup sceneObject) 2485 public bool AddSceneObject(SceneObjectGroup sceneObject)
2419 { 2486 {
2487 if (sceneObject.OwnerID == UUID.Zero)
2488 {
2489 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2490 return false;
2491 }
2492
2420 // If the user is banned, we won't let any of their objects 2493 // If the user is banned, we won't let any of their objects
2421 // enter. Period. 2494 // enter. Period.
2422 // 2495 //
@@ -2466,15 +2539,28 @@ namespace OpenSim.Region.Framework.Scenes
2466 2539
2467 if (AttachmentsModule != null) 2540 if (AttachmentsModule != null)
2468 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2541 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2542
2543 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2469 } 2544 }
2470 else 2545 else
2471 { 2546 {
2547 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2472 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2548 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2473 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2549 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2474 } 2550 }
2551 if (sceneObject.OwnerID == UUID.Zero)
2552 {
2553 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2554 return false;
2555 }
2475 } 2556 }
2476 else 2557 else
2477 { 2558 {
2559 if (sceneObject.OwnerID == UUID.Zero)
2560 {
2561 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2562 return false;
2563 }
2478 AddRestoredSceneObject(sceneObject, true, false); 2564 AddRestoredSceneObject(sceneObject, true, false);
2479 2565
2480 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2566 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2745,6 +2831,7 @@ namespace OpenSim.Region.Framework.Scenes
2745 client.OnFetchInventory += HandleFetchInventory; 2831 client.OnFetchInventory += HandleFetchInventory;
2746 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2832 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2747 client.OnCopyInventoryItem += CopyInventoryItem; 2833 client.OnCopyInventoryItem += CopyInventoryItem;
2834 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2748 client.OnMoveInventoryItem += MoveInventoryItem; 2835 client.OnMoveInventoryItem += MoveInventoryItem;
2749 client.OnRemoveInventoryItem += RemoveInventoryItem; 2836 client.OnRemoveInventoryItem += RemoveInventoryItem;
2750 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2837 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2923,15 +3010,16 @@ namespace OpenSim.Region.Framework.Scenes
2923 /// </summary> 3010 /// </summary>
2924 /// <param name="agentId">The avatar's Unique ID</param> 3011 /// <param name="agentId">The avatar's Unique ID</param>
2925 /// <param name="client">The IClientAPI for the client</param> 3012 /// <param name="client">The IClientAPI for the client</param>
2926 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3013 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2927 { 3014 {
2928 if (m_teleportModule != null) 3015 if (m_teleportModule != null)
2929 m_teleportModule.TeleportHome(agentId, client); 3016 return m_teleportModule.TeleportHome(agentId, client);
2930 else 3017 else
2931 { 3018 {
2932 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3019 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2933 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3020 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2934 } 3021 }
3022 return false;
2935 } 3023 }
2936 3024
2937 /// <summary> 3025 /// <summary>
@@ -3030,6 +3118,16 @@ namespace OpenSim.Region.Framework.Scenes
3030 /// <param name="flags"></param> 3118 /// <param name="flags"></param>
3031 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3119 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3032 { 3120 {
3121 //Add half the avatar's height so that the user doesn't fall through prims
3122 ScenePresence presence;
3123 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3124 {
3125 if (presence.Appearance != null)
3126 {
3127 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3128 }
3129 }
3130
3033 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3131 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3034 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3132 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3035 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3133 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3124,7 +3222,9 @@ namespace OpenSim.Region.Framework.Scenes
3124 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3222 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3125 3223
3126 } 3224 }
3225 m_log.Debug("[Scene] Beginning ClientClosed");
3127 m_eventManager.TriggerClientClosed(agentID, this); 3226 m_eventManager.TriggerClientClosed(agentID, this);
3227 m_log.Debug("[Scene] Finished ClientClosed");
3128 } 3228 }
3129 catch (NullReferenceException) 3229 catch (NullReferenceException)
3130 { 3230 {
@@ -3132,7 +3232,10 @@ namespace OpenSim.Region.Framework.Scenes
3132 // Avatar is already disposed :/ 3232 // Avatar is already disposed :/
3133 } 3233 }
3134 3234
3235 m_log.Debug("[Scene] Beginning OnRemovePresence");
3135 m_eventManager.TriggerOnRemovePresence(agentID); 3236 m_eventManager.TriggerOnRemovePresence(agentID);
3237 m_log.Debug("[Scene] Finished OnRemovePresence");
3238
3136 ForEachClient( 3239 ForEachClient(
3137 delegate(IClientAPI client) 3240 delegate(IClientAPI client)
3138 { 3241 {
@@ -3148,8 +3251,11 @@ namespace OpenSim.Region.Framework.Scenes
3148 } 3251 }
3149 3252
3150 // Remove the avatar from the scene 3253 // Remove the avatar from the scene
3254 m_log.Debug("[Scene] Begin RemoveScenePresence");
3151 m_sceneGraph.RemoveScenePresence(agentID); 3255 m_sceneGraph.RemoveScenePresence(agentID);
3256 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3152 m_clientManager.Remove(agentID); 3257 m_clientManager.Remove(agentID);
3258 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3153 3259
3154 try 3260 try
3155 { 3261 {
@@ -3163,8 +3269,10 @@ namespace OpenSim.Region.Framework.Scenes
3163 { 3269 {
3164 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3270 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3165 } 3271 }
3166 3272 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3167 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3273 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3274 CleanDroppedAttachments();
3275 m_log.Debug("[Scene] The avatar has left the building");
3168 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3276 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3169 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3277 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3170 } 3278 }
@@ -3304,6 +3412,7 @@ namespace OpenSim.Region.Framework.Scenes
3304 { 3412 {
3305 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3413 if (land != null && !TestLandRestrictions(agent, land, out reason))
3306 { 3414 {
3415 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3307 return false; 3416 return false;
3308 } 3417 }
3309 } 3418 }
@@ -3361,6 +3470,8 @@ namespace OpenSim.Region.Framework.Scenes
3361 3470
3362 if (vialogin) 3471 if (vialogin)
3363 { 3472 {
3473 CleanDroppedAttachments();
3474
3364 if (TestBorderCross(agent.startpos, Cardinals.E)) 3475 if (TestBorderCross(agent.startpos, Cardinals.E))
3365 { 3476 {
3366 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3477 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3417,6 +3528,8 @@ namespace OpenSim.Region.Framework.Scenes
3417 } 3528 }
3418 } 3529 }
3419 // Honor parcel landing type and position. 3530 // Honor parcel landing type and position.
3531 /*
3532 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3420 if (land != null) 3533 if (land != null)
3421 { 3534 {
3422 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3535 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3424,6 +3537,7 @@ namespace OpenSim.Region.Framework.Scenes
3424 agent.startpos = land.LandData.UserLocation; 3537 agent.startpos = land.LandData.UserLocation;
3425 } 3538 }
3426 } 3539 }
3540 */// This is now handled properly in ScenePresence.MakeRootAgent
3427 } 3541 }
3428 3542
3429 return true; 3543 return true;
@@ -3774,12 +3888,22 @@ namespace OpenSim.Region.Framework.Scenes
3774 return false; 3888 return false;
3775 } 3889 }
3776 3890
3891 public bool IncomingCloseAgent(UUID agentID)
3892 {
3893 return IncomingCloseAgent(agentID, false);
3894 }
3895
3896 public bool IncomingCloseChildAgent(UUID agentID)
3897 {
3898 return IncomingCloseAgent(agentID, true);
3899 }
3900
3777 /// <summary> 3901 /// <summary>
3778 /// Tell a single agent to disconnect from the region. 3902 /// Tell a single agent to disconnect from the region.
3779 /// </summary> 3903 /// </summary>
3780 /// <param name="regionHandle"></param>
3781 /// <param name="agentID"></param> 3904 /// <param name="agentID"></param>
3782 public bool IncomingCloseAgent(UUID agentID) 3905 /// <param name="childOnly"></param>
3906 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3783 { 3907 {
3784 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3908 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3785 3909
@@ -3791,7 +3915,7 @@ namespace OpenSim.Region.Framework.Scenes
3791 { 3915 {
3792 m_sceneGraph.removeUserCount(false); 3916 m_sceneGraph.removeUserCount(false);
3793 } 3917 }
3794 else 3918 else if (!childOnly)
3795 { 3919 {
3796 m_sceneGraph.removeUserCount(true); 3920 m_sceneGraph.removeUserCount(true);
3797 } 3921 }
@@ -3807,9 +3931,12 @@ namespace OpenSim.Region.Framework.Scenes
3807 } 3931 }
3808 else 3932 else
3809 presence.ControllingClient.SendShutdownConnectionNotice(); 3933 presence.ControllingClient.SendShutdownConnectionNotice();
3934 presence.ControllingClient.Close(false);
3935 }
3936 else if (!childOnly)
3937 {
3938 presence.ControllingClient.Close(true);
3810 } 3939 }
3811
3812 presence.ControllingClient.Close();
3813 return true; 3940 return true;
3814 } 3941 }
3815 3942
@@ -4429,7 +4556,7 @@ namespace OpenSim.Region.Framework.Scenes
4429 // 4556 //
4430 int health=1; // Start at 1, means we're up 4557 int health=1; // Start at 1, means we're up
4431 4558
4432 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4559 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4433 health+=1; 4560 health+=1;
4434 else 4561 else
4435 return health; 4562 return health;
@@ -4931,5 +5058,45 @@ namespace OpenSim.Region.Framework.Scenes
4931 throw new Exception(error); 5058 throw new Exception(error);
4932 } 5059 }
4933 } 5060 }
5061
5062 public void CleanDroppedAttachments()
5063 {
5064 List<SceneObjectGroup> objectsToDelete =
5065 new List<SceneObjectGroup>();
5066
5067 lock (m_cleaningAttachments)
5068 {
5069 ForEachSOG(delegate (SceneObjectGroup grp)
5070 {
5071 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5072 {
5073 UUID agentID = grp.OwnerID;
5074 if (agentID == UUID.Zero)
5075 {
5076 objectsToDelete.Add(grp);
5077 return;
5078 }
5079
5080 ScenePresence sp = GetScenePresence(agentID);
5081 if (sp == null)
5082 {
5083 objectsToDelete.Add(grp);
5084 return;
5085 }
5086 }
5087 });
5088 }
5089
5090 if (objectsToDelete.Count > 0)
5091 {
5092 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5093 foreach (SceneObjectGroup grp in objectsToDelete)
5094 {
5095 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5096 DeleteSceneObject(grp, true);
5097 }
5098 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5099 }
5100 }
4934 } 5101 }
4935} 5102}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index e7175c5..8823df1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -127,13 +136,18 @@ namespace OpenSim.Region.Framework.Scenes
127 136
128 protected internal void Close() 137 protected internal void Close()
129 { 138 {
130 lock (m_presenceLock) 139 m_scenePresencesLock.EnterWriteLock();
140 try
131 { 141 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 142 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 143 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 144 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 145 m_scenePresenceArray = newlist;
136 } 146 }
147 finally
148 {
149 m_scenePresencesLock.ExitWriteLock();
150 }
137 151
138 lock (SceneObjectGroupsByFullID) 152 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 153 SceneObjectGroupsByFullID.Clear();
@@ -212,27 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
212 if (sp.IsChildAgent) 226 if (sp.IsChildAgent)
213 return; 227 return;
214 228
215 if (sp.ParentID != 0) 229 coarseLocations.Add(sp.AbsolutePosition);
216 { 230 avatarUUIDs.Add(sp.UUID);
217 // sitting avatar
218 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
219 if (sop != null)
220 {
221 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
222 avatarUUIDs.Add(sp.UUID);
223 }
224 else
225 {
226 // we can't find the parent.. ! arg!
227 coarseLocations.Add(sp.AbsolutePosition);
228 avatarUUIDs.Add(sp.UUID);
229 }
230 }
231 else
232 {
233 coarseLocations.Add(sp.AbsolutePosition);
234 avatarUUIDs.Add(sp.UUID);
235 }
236 } 231 }
237 } 232 }
238 233
@@ -262,6 +257,33 @@ namespace OpenSim.Region.Framework.Scenes
262 protected internal bool AddRestoredSceneObject( 257 protected internal bool AddRestoredSceneObject(
263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 258 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
264 { 259 {
260 if (!m_parentScene.CombineRegions)
261 {
262 // KF: Check for out-of-region, move inside and make static.
263 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
264 sceneObject.RootPart.GroupPosition.Y,
265 sceneObject.RootPart.GroupPosition.Z);
266 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
267 npos.X > Constants.RegionSize ||
268 npos.Y > Constants.RegionSize))
269 {
270 if (npos.X < 0.0) npos.X = 1.0f;
271 if (npos.Y < 0.0) npos.Y = 1.0f;
272 if (npos.Z < 0.0) npos.Z = 0.0f;
273 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
274 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
275
276 foreach (SceneObjectPart part in sceneObject.Children.Values)
277 {
278 part.GroupPosition = npos;
279 }
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
282 sceneObject.RootPart.Acceleration = Vector3.Zero;
283 sceneObject.RootPart.Velocity = Vector3.Zero;
284 }
285 }
286
265 if (!alreadyPersisted) 287 if (!alreadyPersisted)
266 { 288 {
267 sceneObject.ForceInventoryPersistence(); 289 sceneObject.ForceInventoryPersistence();
@@ -473,6 +495,30 @@ namespace OpenSim.Region.Framework.Scenes
473 } 495 }
474 } 496 }
475 497
498 public void FireAttachToBackup(SceneObjectGroup obj)
499 {
500 if (OnAttachToBackup != null)
501 {
502 OnAttachToBackup(obj);
503 }
504 }
505
506 public void FireDetachFromBackup(SceneObjectGroup obj)
507 {
508 if (OnDetachFromBackup != null)
509 {
510 OnDetachFromBackup(obj);
511 }
512 }
513
514 public void FireChangeBackup(SceneObjectGroup obj)
515 {
516 if (OnChangeBackup != null)
517 {
518 OnChangeBackup(obj);
519 }
520 }
521
476 /// <summary> 522 /// <summary>
477 /// Process all pending updates 523 /// Process all pending updates
478 /// </summary> 524 /// </summary>
@@ -609,7 +655,8 @@ namespace OpenSim.Region.Framework.Scenes
609 655
610 Entities[presence.UUID] = presence; 656 Entities[presence.UUID] = presence;
611 657
612 lock (m_presenceLock) 658 m_scenePresencesLock.EnterWriteLock();
659 try
613 { 660 {
614 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 661 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
615 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 662 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -633,6 +680,10 @@ namespace OpenSim.Region.Framework.Scenes
633 m_scenePresenceMap = newmap; 680 m_scenePresenceMap = newmap;
634 m_scenePresenceArray = newlist; 681 m_scenePresenceArray = newlist;
635 } 682 }
683 finally
684 {
685 m_scenePresencesLock.ExitWriteLock();
686 }
636 } 687 }
637 688
638 /// <summary> 689 /// <summary>
@@ -647,7 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
647 agentID); 698 agentID);
648 } 699 }
649 700
650 lock (m_presenceLock) 701 m_scenePresencesLock.EnterWriteLock();
702 try
651 { 703 {
652 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 704 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
653 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 705 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -669,6 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
669 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 721 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
670 } 722 }
671 } 723 }
724 finally
725 {
726 m_scenePresencesLock.ExitWriteLock();
727 }
672 } 728 }
673 729
674 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 730 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1084,9 +1140,11 @@ namespace OpenSim.Region.Framework.Scenes
1084 /// <param name="action"></param> 1140 /// <param name="action"></param>
1085 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1141 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1086 { 1142 {
1087 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1143 List<EntityBase> objlist = Entities.GetAllByType<SceneObjectGroup>();
1088 foreach (SceneObjectGroup obj in objlist) 1144 foreach (EntityBase ent in objlist)
1089 { 1145 {
1146 SceneObjectGroup obj = (SceneObjectGroup)ent;
1147
1090 try 1148 try
1091 { 1149 {
1092 action(obj); 1150 action(obj);
@@ -1543,10 +1601,13 @@ namespace OpenSim.Region.Framework.Scenes
1543 /// <param name="childPrims"></param> 1601 /// <param name="childPrims"></param>
1544 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1602 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1545 { 1603 {
1604 SceneObjectGroup parentGroup = root.ParentGroup;
1605 if (parentGroup == null) return;
1546 Monitor.Enter(m_updateLock); 1606 Monitor.Enter(m_updateLock);
1607
1547 try 1608 try
1548 { 1609 {
1549 SceneObjectGroup parentGroup = root.ParentGroup; 1610 parentGroup.areUpdatesSuspended = true;
1550 1611
1551 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1612 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1552 if (parentGroup != null) 1613 if (parentGroup != null)
@@ -1585,12 +1646,12 @@ namespace OpenSim.Region.Framework.Scenes
1585 // occur on link to invoke this elsewhere (such as object selection) 1646 // occur on link to invoke this elsewhere (such as object selection)
1586 parentGroup.RootPart.CreateSelected = true; 1647 parentGroup.RootPart.CreateSelected = true;
1587 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1648 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1588 parentGroup.HasGroupChanged = true;
1589 parentGroup.ScheduleGroupForFullUpdate();
1590
1591 } 1649 }
1592 finally 1650 finally
1593 { 1651 {
1652 parentGroup.areUpdatesSuspended = false;
1653 parentGroup.HasGroupChanged = true;
1654 parentGroup.ScheduleGroupForFullUpdate();
1594 Monitor.Exit(m_updateLock); 1655 Monitor.Exit(m_updateLock);
1595 } 1656 }
1596 } 1657 }
@@ -1627,11 +1688,22 @@ namespace OpenSim.Region.Framework.Scenes
1627 } 1688 }
1628 } 1689 }
1629 1690
1630 foreach (SceneObjectPart child in childParts) 1691 if (childParts.Count > 0)
1631 { 1692 {
1632 // Unlink all child parts from their groups 1693 try
1633 // 1694 {
1634 child.ParentGroup.DelinkFromGroup(child, true); 1695 childParts[0].ParentGroup.areUpdatesSuspended = true;
1696 foreach (SceneObjectPart child in childParts)
1697 {
1698 // Unlink all child parts from their groups
1699 //
1700 child.ParentGroup.DelinkFromGroup(child, true);
1701 }
1702 }
1703 finally
1704 {
1705 childParts[0].ParentGroup.areUpdatesSuspended = false;
1706 }
1635 } 1707 }
1636 1708
1637 foreach (SceneObjectPart root in rootParts) 1709 foreach (SceneObjectPart root in rootParts)
@@ -1662,10 +1734,21 @@ namespace OpenSim.Region.Framework.Scenes
1662 if (numChildren > 1) 1734 if (numChildren > 1)
1663 sendEventsToRemainder = false; 1735 sendEventsToRemainder = false;
1664 1736
1665 foreach (SceneObjectPart p in newSet) 1737 if (newSet.Count > 0)
1666 { 1738 {
1667 if (p != group.RootPart) 1739 try
1668 group.DelinkFromGroup(p, sendEventsToRemainder); 1740 {
1741 newSet[0].ParentGroup.areUpdatesSuspended = true;
1742 foreach (SceneObjectPart p in newSet)
1743 {
1744 if (p != group.RootPart)
1745 group.DelinkFromGroup(p, sendEventsToRemainder);
1746 }
1747 }
1748 finally
1749 {
1750 newSet[0].ParentGroup.areUpdatesSuspended = false;
1751 }
1669 } 1752 }
1670 1753
1671 // If there is more than one prim remaining, we 1754 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 64a6dd5..5a586d4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -261,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
261 set 422 set
262 { 423 {
263 m_regionHandle = value; 424 m_regionHandle = value;
264 lock (m_parts) 425 lockPartsForRead(true);
265 { 426 {
266 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
267 { 428 {
429
268 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
269 } 432 }
270 } 433 }
434 lockPartsForRead(false);
271 } 435 }
272 } 436 }
273 437
@@ -301,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
301 { 465 {
302 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
303 } 467 }
304 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
305 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
306 { 475 {
307 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -309,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
309 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
310 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
311 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
312 return; 482 return;
313 } 483 }
314 } 484 }
315 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
316 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
317 { 488 {
318 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
319 { 493 {
320 part.GroupPosition = val; 494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
500 {
501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
321 } 505 }
322 } 506 }
323 507
@@ -471,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
471 /// </summary> 655 /// </summary>
472 public SceneObjectGroup() 656 public SceneObjectGroup()
473 { 657 {
658
474 } 659 }
475 660
476 /// <summary> 661 /// <summary>
@@ -487,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
488 /// </summary> 673 /// </summary>
489 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
490 { 675 {
491 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
492 } 677 }
493 678
@@ -518,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
518 703
519 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
520 { 705 {
521 lock (m_parts) 706 lockPartsForRead(true);
522 { 707 {
523 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
524 { 709 {
710
525 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
526 } 713 }
527 } 714 }
715 lockPartsForRead(false);
528 } 716 }
529 717
530 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -537,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
537 /// </summary> 725 /// </summary>
538 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
539 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
540 if (InSceneBackup) 731 if (InSceneBackup)
541 { 732 {
542 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -595,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
595 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
596 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
597 788
598 lock (m_parts) 789 lockPartsForRead(true);
599 { 790 {
600 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
601 { 792 {
@@ -609,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
609 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
610 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
611 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
612 } 804 }
613 } 805 }
806 lockPartsForRead(false);
807
614 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
615 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
616 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -626,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
626 820
627 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
628 822
629 lock (m_parts) 823 lockPartsForRead(true);
630 { 824 {
631 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
632 { 826 {
827
633 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
634 //Vector3 partPosition = 829 //Vector3 partPosition =
635 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -657,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
657 result.distance = inter.distance; 852 result.distance = inter.distance;
658 } 853 }
659 } 854 }
855
660 } 856 }
661 } 857 }
858 lockPartsForRead(false);
662 return result; 859 return result;
663 } 860 }
664 861
@@ -677,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 874 minY = 256f;
678 minZ = 8192f; 875 minZ = 8192f;
679 876
680 lock(m_parts) 877 lockPartsForRead(true);
681 { 878 {
682 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
683 { 880 {
881
684 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 884 Quaternion worldRot;
@@ -739,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
739 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
740 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
741 939
940
941
742 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
743 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
744 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -910,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
910 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
911 } 1111 }
912 } 1112 }
1113 lockPartsForRead(false);
913 } 1114 }
914 1115
915 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -945,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
945 1146
946 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
947 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
948 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
949 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
950 1156
951 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
952 lock (m_parts) 1158 lockPartsForRead(true);
953 { 1159 {
954 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
955 { 1161 {
956 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
957 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
958 { 1165 {
959 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
960 } 1167 }
1168
961 } 1169 }
962 } 1170 }
1171 lockPartsForRead(false);
963 1172
964 if (states.Count > 0) 1173 if (states.Count > 0)
965 { 1174 {
@@ -977,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes
977 } 1186 }
978 } 1187 }
979 1188
1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
1231 /// Attach this scene object to the given avatar.
1232 /// </summary>
1233 /// <param name="agentID"></param>
1234 /// <param name="attachmentpoint"></param>
1235 /// <param name="AttachOffset"></param>
1236 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1237 {
1238 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1239 if (avatar != null)
1240 {
1241 // don't attach attachments to child agents
1242 if (avatar.IsChildAgent) return;
1243
1244// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1245
1246 DetachFromBackup();
1247
1248 // Remove from database and parcel prim count
1249 m_scene.DeleteFromStorage(UUID);
1250 m_scene.EventManager.TriggerParcelPrimCountTainted();
1251
1252 m_rootPart.AttachedAvatar = agentID;
1253
1254 //Anakin Lohner bug #3839
1255 lock (m_parts)
1256 {
1257 foreach (SceneObjectPart p in m_parts.Values)
1258 {
1259 p.AttachedAvatar = agentID;
1260 }
1261 }
1262
1263 if (m_rootPart.PhysActor != null)
1264 {
1265 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1266 m_rootPart.PhysActor = null;
1267 }
1268
1269 AbsolutePosition = AttachOffset;
1270 m_rootPart.AttachedPos = AttachOffset;
1271 m_rootPart.IsAttachment = true;
1272
1273 m_rootPart.SetParentLocalId(avatar.LocalId);
1274 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1275
1276 avatar.AddAttachment(this);
1277
1278 if (!silent)
1279 {
1280 // Killing it here will cause the client to deselect it
1281 // It then reappears on the avatar, deselected
1282 // through the full update below
1283 //
1284 if (IsSelected)
1285 {
1286 m_scene.SendKillObject(m_rootPart.LocalId);
1287 }
1288
1289 IsSelected = false; // fudge....
1290 ScheduleGroupForFullUpdate();
1291 }
1292 }
1293 else
1294 {
1295 m_log.WarnFormat(
1296 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1297 UUID, agentID, Scene.RegionInfo.RegionName);
1298 }
1299 }
1300
980 public byte GetAttachmentPoint() 1301 public byte GetAttachmentPoint()
981 { 1302 {
982 return m_rootPart.Shape.State; 1303 return m_rootPart.Shape.State;
@@ -1068,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1068 1389
1069 public override void UpdateMovement() 1390 public override void UpdateMovement()
1070 { 1391 {
1071 lock (m_parts) 1392 lockPartsForRead(true);
1072 { 1393 {
1073 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1074 { 1395 {
1396
1075 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1076 } 1399 }
1077 } 1400 }
1401 lockPartsForRead(false);
1078 } 1402 }
1079 1403
1080 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1117,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1117 /// <param name="part"></param> 1441 /// <param name="part"></param>
1118 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1119 { 1443 {
1120 lock (m_parts) 1444 lockPartsForWrite(true);
1121 { 1445 {
1122 part.SetParent(this); 1446 part.SetParent(this);
1123 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1127,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1128 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1129 } 1453 }
1454 lockPartsForWrite(false);
1130 } 1455 }
1131 1456
1132 /// <summary> 1457 /// <summary>
@@ -1134,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1134 /// </summary> 1459 /// </summary>
1135 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1136 { 1461 {
1137 lock (m_parts) 1462 lockPartsForRead(true);
1138 { 1463 {
1139 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1140 { 1465 {
1466
1141 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1142 { 1468 {
1143 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1144 } 1470 }
1471
1145 } 1472 }
1146 } 1473 }
1474 lockPartsForRead(false);
1147 } 1475 }
1148 1476
1149 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1150 { 1478 {
1151 lock (m_parts) 1479 lockPartsForRead(true);
1152 { 1480 {
1153 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1154 { 1482 {
1483
1155 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1156 1485
1157 } 1486 }
1158 } 1487 }
1488 lockPartsForRead(false);
1159 } 1489 }
1160 1490
1161 // helper provided for parts. 1491 // helper provided for parts.
@@ -1216,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1216 1546
1217 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1218 { 1548 {
1219 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1220 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1221 } 1551 }
1222 1552
@@ -1236,27 +1566,32 @@ namespace OpenSim.Region.Framework.Scenes
1236 1566
1237 DetachFromBackup(); 1567 DetachFromBackup();
1238 1568
1239 lock (m_parts) 1569 lockPartsForRead(true);
1570 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1571 lockPartsForRead(false);
1572
1573 foreach (SceneObjectPart part in values)
1240 { 1574 {
1241 foreach (SceneObjectPart part in m_parts.Values)
1242 {
1243// part.Inventory.RemoveScriptInstances(); 1575// part.Inventory.RemoveScriptInstances();
1244 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1576
1577 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1578 {
1579 if (sp.ParentID == LocalId)
1245 { 1580 {
1246 if (avatar.ParentID == LocalId) 1581 sp.StandUp();
1247 { 1582 }
1248 avatar.StandUp();
1249 }
1250 1583
1251 if (!silent) 1584 if (!silent)
1252 { 1585 {
1253 part.UpdateFlag = 0; 1586 part.UpdateFlag = 0;
1254 if (part == m_rootPart) 1587 if (part == m_rootPart)
1255 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1588 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1256 } 1589 }
1257 }); 1590 });
1258 } 1591
1259 } 1592 }
1593
1594
1260 } 1595 }
1261 1596
1262 public void AddScriptLPS(int count) 1597 public void AddScriptLPS(int count)
@@ -1281,17 +1616,20 @@ namespace OpenSim.Region.Framework.Scenes
1281 1616
1282 scriptEvents aggregateScriptEvents = 0; 1617 scriptEvents aggregateScriptEvents = 0;
1283 1618
1284 lock (m_parts) 1619 lockPartsForRead(true);
1285 { 1620 {
1286 foreach (SceneObjectPart part in m_parts.Values) 1621 foreach (SceneObjectPart part in m_parts.Values)
1287 { 1622 {
1623
1288 if (part == null) 1624 if (part == null)
1289 continue; 1625 continue;
1290 if (part != RootPart) 1626 if (part != RootPart)
1291 part.Flags = objectflagupdate; 1627 part.Flags = objectflagupdate;
1292 aggregateScriptEvents |= part.AggregateScriptEvents; 1628 aggregateScriptEvents |= part.AggregateScriptEvents;
1629
1293 } 1630 }
1294 } 1631 }
1632 lockPartsForRead(false);
1295 1633
1296 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1634 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1297 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1635 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1333,42 +1671,52 @@ namespace OpenSim.Region.Framework.Scenes
1333 /// <param name="m_physicalPrim"></param> 1671 /// <param name="m_physicalPrim"></param>
1334 public void ApplyPhysics(bool m_physicalPrim) 1672 public void ApplyPhysics(bool m_physicalPrim)
1335 { 1673 {
1336 lock (m_parts) 1674 lockPartsForRead(true);
1675
1676 if (m_parts.Count > 1)
1337 { 1677 {
1338 if (m_parts.Count > 1) 1678 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1679 lockPartsForRead(false);
1680 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1681 foreach (SceneObjectPart part in values)
1339 { 1682 {
1340 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1683
1341 foreach (SceneObjectPart part in m_parts.Values) 1684 if (part.LocalId != m_rootPart.LocalId)
1342 { 1685 {
1343 if (part.LocalId != m_rootPart.LocalId) 1686 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1344 {
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1346 }
1347 } 1687 }
1348 1688
1349 // Hack to get the physics scene geometries in the right spot
1350 ResetChildPrimPhysicsPositions();
1351 }
1352 else
1353 {
1354 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1355 } 1689 }
1690 // Hack to get the physics scene geometries in the right spot
1691 ResetChildPrimPhysicsPositions();
1692 }
1693 else
1694 {
1695 lockPartsForRead(false);
1696 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1356 } 1697 }
1357 } 1698 }
1358 1699
1359 public void SetOwnerId(UUID userId) 1700 public void SetOwnerId(UUID userId)
1360 { 1701 {
1361 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1702 ForEachPart(delegate(SceneObjectPart part)
1703 {
1704
1705 part.OwnerID = userId;
1706
1707 });
1362 } 1708 }
1363 1709
1364 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1710 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1365 { 1711 {
1366 lock (m_parts) 1712 lockPartsForRead(true);
1713 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1714 lockPartsForRead(false);
1715 foreach (SceneObjectPart part in values)
1367 { 1716 {
1368 foreach (SceneObjectPart part in m_parts.Values) 1717
1369 { 1718 whatToDo(part);
1370 whatToDo(part); 1719
1371 }
1372 } 1720 }
1373 } 1721 }
1374 1722
@@ -1391,7 +1739,10 @@ namespace OpenSim.Region.Framework.Scenes
1391 1739
1392 try 1740 try
1393 { 1741 {
1394 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1742 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1743 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1744 m_scene.LoadingPrims) // Land may not be valid yet
1745
1395 { 1746 {
1396 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1747 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1397 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1748 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1423,9 +1774,9 @@ namespace OpenSim.Region.Framework.Scenes
1423 // don't backup while it's selected or you're asking for changes mid stream. 1774 // don't backup while it's selected or you're asking for changes mid stream.
1424 if ((isTimeToPersist()) || (forcedBackup)) 1775 if ((isTimeToPersist()) || (forcedBackup))
1425 { 1776 {
1426 m_log.DebugFormat( 1777 // m_log.DebugFormat(
1427 "[SCENE]: Storing {0}, {1} in {2}", 1778 // "[SCENE]: Storing {0}, {1} in {2}",
1428 Name, UUID, m_scene.RegionInfo.RegionName); 1779 // Name, UUID, m_scene.RegionInfo.RegionName);
1429 1780
1430 SceneObjectGroup backup_group = Copy(false); 1781 SceneObjectGroup backup_group = Copy(false);
1431 backup_group.RootPart.Velocity = RootPart.Velocity; 1782 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1467,15 +1818,17 @@ namespace OpenSim.Region.Framework.Scenes
1467 RootPart.SendFullUpdate( 1818 RootPart.SendFullUpdate(
1468 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1819 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1469 1820
1470 lock (m_parts) 1821 lockPartsForRead(true);
1471 { 1822 {
1472 foreach (SceneObjectPart part in m_parts.Values) 1823 foreach (SceneObjectPart part in m_parts.Values)
1473 { 1824 {
1825
1474 if (part != RootPart) 1826 if (part != RootPart)
1475 part.SendFullUpdate( 1827 part.SendFullUpdate(
1476 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1828 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1477 } 1829 }
1478 } 1830 }
1831 lockPartsForRead(false);
1479 } 1832 }
1480 1833
1481 #region Copying 1834 #region Copying
@@ -1487,86 +1840,114 @@ namespace OpenSim.Region.Framework.Scenes
1487 /// <returns></returns> 1840 /// <returns></returns>
1488 public SceneObjectGroup Copy(bool userExposed) 1841 public SceneObjectGroup Copy(bool userExposed)
1489 { 1842 {
1490 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1843 SceneObjectGroup dupe;
1491 dupe.m_isBackedUp = false; 1844 try
1492 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1845 {
1846 m_dupeInProgress = true;
1847 dupe = (SceneObjectGroup)MemberwiseClone();
1848 dupe.m_isBackedUp = false;
1849 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1493 1850
1494 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1851 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1495 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1852 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1496 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1853 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1497 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1854 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1498 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1855 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1499 // then restore it's attachment state 1856 // then restore it's attachment state
1500 1857
1501 // This is only necessary when userExposed is false! 1858 // This is only necessary when userExposed is false!
1502 1859
1503 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1860 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1504
1505 if (!userExposed)
1506 dupe.RootPart.IsAttachment = true;
1507 1861
1508 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1862 if (!userExposed)
1863 dupe.RootPart.IsAttachment = true;
1509 1864
1510 if (!userExposed) 1865 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1511 {
1512 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1513 }
1514 1866
1515 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1867 if (!userExposed)
1516 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1868 {
1869 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1870 }
1517 1871
1518 if (userExposed) 1872 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1519 dupe.m_rootPart.TrimPermissions(); 1873 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1520 1874
1521 List<SceneObjectPart> partList; 1875 if (userExposed)
1876 dupe.m_rootPart.TrimPermissions();
1522 1877
1523 lock (m_parts) 1878 /// may need to create a new Physics actor.
1524 { 1879 if (dupe.RootPart.PhysActor != null && userExposed)
1525 partList = new List<SceneObjectPart>(m_parts.Values);
1526 }
1527
1528 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1529 { 1880 {
1530 return p1.LinkNum.CompareTo(p2.LinkNum); 1881 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1882
1883 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1884 dupe.RootPart.Name,
1885 pbs,
1886 dupe.RootPart.AbsolutePosition,
1887 dupe.RootPart.Scale,
1888 dupe.RootPart.RotationOffset,
1889 dupe.RootPart.PhysActor.IsPhysical);
1890
1891 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1892 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1531 } 1893 }
1532 );
1533 1894
1534 foreach (SceneObjectPart part in partList) 1895 lockPartsForRead(true);
1535 { 1896
1536 if (part.UUID != m_rootPart.UUID) 1897 List<SceneObjectPart> partList;
1898
1899 partList = new List<SceneObjectPart>(m_parts.Values);
1900
1901 lockPartsForRead(false);
1902
1903 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1904 {
1905 return p1.LinkNum.CompareTo(p2.LinkNum);
1906 }
1907 );
1908
1909 foreach (SceneObjectPart part in partList)
1537 { 1910 {
1538 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1911 if (part.UUID != m_rootPart.UUID)
1539 newPart.LinkNum = part.LinkNum; 1912 {
1540 } 1913 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1541 1914
1542 // Need to duplicate the physics actor as well 1915 newPart.LinkNum = part.LinkNum;
1543 if (part.PhysActor != null && userExposed) 1916 }
1917
1918 // Need to duplicate the physics actor as well
1919 if (part.PhysActor != null && userExposed)
1920 {
1921 PrimitiveBaseShape pbs = part.Shape;
1922
1923 part.PhysActor
1924 = m_scene.PhysicsScene.AddPrimShape(
1925 part.Name,
1926 pbs,
1927 part.AbsolutePosition,
1928 part.Scale,
1929 part.RotationOffset,
1930 part.PhysActor.IsPhysical);
1931
1932 part.PhysActor.LocalID = part.LocalId;
1933 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1934 }
1935
1936 }
1937 if (userExposed)
1544 { 1938 {
1545 PrimitiveBaseShape pbs = part.Shape; 1939 dupe.UpdateParentIDs();
1546 1940 dupe.HasGroupChanged = true;
1547 part.PhysActor 1941 dupe.AttachToBackup();
1548 = m_scene.PhysicsScene.AddPrimShape( 1942
1549 part.Name, 1943 ScheduleGroupForFullUpdate();
1550 pbs, 1944 }
1551 part.AbsolutePosition, 1945
1552 part.Scale,
1553 part.RotationOffset,
1554 part.PhysActor.IsPhysical);
1555
1556 part.PhysActor.LocalID = part.LocalId;
1557 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1558 }
1559 } 1946 }
1560 1947 finally
1561 if (userExposed)
1562 { 1948 {
1563 dupe.UpdateParentIDs(); 1949 m_dupeInProgress = false;
1564 dupe.HasGroupChanged = true;
1565 dupe.AttachToBackup();
1566
1567 ScheduleGroupForFullUpdate();
1568 } 1950 }
1569
1570 return dupe; 1951 return dupe;
1571 } 1952 }
1572 1953
@@ -1757,13 +2138,40 @@ namespace OpenSim.Region.Framework.Scenes
1757 } 2138 }
1758 } 2139 }
1759 2140
2141 public void rotLookAt(Quaternion target, float strength, float damping)
2142 {
2143 SceneObjectPart rootpart = m_rootPart;
2144 if (rootpart != null)
2145 {
2146 if (IsAttachment)
2147 {
2148 /*
2149 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2150 if (avatar != null)
2151 {
2152 Rotate the Av?
2153 } */
2154 }
2155 else
2156 {
2157 if (rootpart.PhysActor != null)
2158 { // APID must be implemented in your physics system for this to function.
2159 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2160 rootpart.PhysActor.APIDStrength = strength;
2161 rootpart.PhysActor.APIDDamping = damping;
2162 rootpart.PhysActor.APIDActive = true;
2163 }
2164 }
2165 }
2166 }
2167
1760 public void stopLookAt() 2168 public void stopLookAt()
1761 { 2169 {
1762 SceneObjectPart rootpart = m_rootPart; 2170 SceneObjectPart rootpart = m_rootPart;
1763 if (rootpart != null) 2171 if (rootpart != null)
1764 { 2172 {
1765 if (rootpart.PhysActor != null) 2173 if (rootpart.PhysActor != null)
1766 { 2174 { // APID must be implemented in your physics system for this to function.
1767 rootpart.PhysActor.APIDActive = false; 2175 rootpart.PhysActor.APIDActive = false;
1768 } 2176 }
1769 } 2177 }
@@ -1828,14 +2236,14 @@ namespace OpenSim.Region.Framework.Scenes
1828 /// <param name="cGroupID"></param> 2236 /// <param name="cGroupID"></param>
1829 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2237 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1830 { 2238 {
1831 SceneObjectPart newPart = null; 2239 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1832 2240 newPart.SetParent(this);
1833 lock (m_parts) 2241
1834 { 2242 lockPartsForWrite(true);
1835 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2243 {
1836 newPart.SetParent(this);
1837 m_parts.Add(newPart.UUID, newPart); 2244 m_parts.Add(newPart.UUID, newPart);
1838 } 2245 }
2246 lockPartsForWrite(false);
1839 2247
1840 SetPartAsNonRoot(newPart); 2248 SetPartAsNonRoot(newPart);
1841 2249
@@ -1899,6 +2307,8 @@ namespace OpenSim.Region.Framework.Scenes
1899 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2307 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1900 // return; 2308 // return;
1901 2309
2310 lockPartsForRead(true);
2311
1902 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2312 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1903 2313
1904 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2314 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1914,8 +2324,7 @@ namespace OpenSim.Region.Framework.Scenes
1914 } 2324 }
1915 2325
1916 List<SceneObjectPart> partList = null; 2326 List<SceneObjectPart> partList = null;
1917 lock (m_parts) 2327 partList = new List<SceneObjectPart>(m_parts.Values);
1918 partList = new List<SceneObjectPart>(m_parts.Values);
1919 2328
1920 foreach (SceneObjectPart part in partList) 2329 foreach (SceneObjectPart part in partList)
1921 { 2330 {
@@ -1923,6 +2332,7 @@ namespace OpenSim.Region.Framework.Scenes
1923 part.UpdateLookAt(); 2332 part.UpdateLookAt();
1924 part.SendScheduledUpdates(); 2333 part.SendScheduledUpdates();
1925 } 2334 }
2335 lockPartsForRead(false);
1926 } 2336 }
1927 2337
1928 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2338 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1931,27 +2341,29 @@ namespace OpenSim.Region.Framework.Scenes
1931 2341
1932 RootPart.AddFullUpdateToAvatar(presence); 2342 RootPart.AddFullUpdateToAvatar(presence);
1933 2343
1934 lock (m_parts) 2344 lockPartsForRead(true);
1935 { 2345 {
1936 foreach (SceneObjectPart part in m_parts.Values) 2346 foreach (SceneObjectPart part in m_parts.Values)
1937 { 2347 {
2348
1938 if (part != RootPart) 2349 if (part != RootPart)
1939 part.AddFullUpdateToAvatar(presence); 2350 part.AddFullUpdateToAvatar(presence);
2351
1940 } 2352 }
1941 } 2353 }
2354 lockPartsForRead(false);
1942 } 2355 }
1943 2356
1944 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2357 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1945 { 2358 {
1946// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2359 lockPartsForRead(true);
1947 2360
1948 lock (m_parts) 2361 foreach (SceneObjectPart part in m_parts.Values)
1949 { 2362 {
1950 foreach (SceneObjectPart part in m_parts.Values) 2363 part.AddTerseUpdateToAvatar(presence);
1951 {
1952 part.AddTerseUpdateToAvatar(presence);
1953 }
1954 } 2364 }
2365
2366 lockPartsForRead(false);
1955 } 2367 }
1956 2368
1957 /// <summary> 2369 /// <summary>
@@ -1965,14 +2377,17 @@ namespace OpenSim.Region.Framework.Scenes
1965 checkAtTargets(); 2377 checkAtTargets();
1966 RootPart.ScheduleFullUpdate(); 2378 RootPart.ScheduleFullUpdate();
1967 2379
1968 lock (m_parts) 2380 lockPartsForRead(true);
1969 { 2381 {
1970 foreach (SceneObjectPart part in m_parts.Values) 2382 foreach (SceneObjectPart part in m_parts.Values)
1971 { 2383 {
2384
1972 if (part != RootPart) 2385 if (part != RootPart)
1973 part.ScheduleFullUpdate(); 2386 part.ScheduleFullUpdate();
2387
1974 } 2388 }
1975 } 2389 }
2390 lockPartsForRead(false);
1976 } 2391 }
1977 2392
1978 /// <summary> 2393 /// <summary>
@@ -1980,37 +2395,38 @@ namespace OpenSim.Region.Framework.Scenes
1980 /// </summary> 2395 /// </summary>
1981 public void ScheduleGroupForTerseUpdate() 2396 public void ScheduleGroupForTerseUpdate()
1982 { 2397 {
1983// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2398 lockPartsForRead(true);
1984 2399 foreach (SceneObjectPart part in m_parts.Values)
1985 lock (m_parts)
1986 { 2400 {
1987 foreach (SceneObjectPart part in m_parts.Values) 2401 part.ScheduleTerseUpdate();
1988 {
1989 part.ScheduleTerseUpdate();
1990 }
1991 } 2402 }
2403
2404 lockPartsForRead(false);
1992 } 2405 }
1993 2406
1994 /// <summary> 2407 /// <summary>
1995 /// Immediately send a full update for this scene object. 2408 /// Immediately send a full update for this scene object.
1996 /// </summary> 2409 /// </summary>
1997 public void SendGroupFullUpdate() 2410 public void SendGroupFullUpdate()
1998 { 2411 {
1999 if (IsDeleted) 2412 if (IsDeleted)
2000 return; 2413 return;
2001 2414
2002// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2415// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2003 2416
2004 RootPart.SendFullUpdateToAllClients(); 2417 RootPart.SendFullUpdateToAllClients();
2005 2418
2006 lock (m_parts) 2419 lockPartsForRead(true);
2007 { 2420 {
2008 foreach (SceneObjectPart part in m_parts.Values) 2421 foreach (SceneObjectPart part in m_parts.Values)
2009 { 2422 {
2423
2010 if (part != RootPart) 2424 if (part != RootPart)
2011 part.SendFullUpdateToAllClients(); 2425 part.SendFullUpdateToAllClients();
2426
2012 } 2427 }
2013 } 2428 }
2429 lockPartsForRead(false);
2014 } 2430 }
2015 2431
2016 /// <summary> 2432 /// <summary>
@@ -2042,14 +2458,15 @@ namespace OpenSim.Region.Framework.Scenes
2042 { 2458 {
2043 if (IsDeleted) 2459 if (IsDeleted)
2044 return; 2460 return;
2045 2461
2046 lock (m_parts) 2462 lockPartsForRead(true);
2047 { 2463 {
2048 foreach (SceneObjectPart part in m_parts.Values) 2464 foreach (SceneObjectPart part in m_parts.Values)
2049 { 2465 {
2050 part.SendTerseUpdateToAllClients(); 2466 part.SendTerseUpdateToAllClients();
2051 } 2467 }
2052 } 2468 }
2469 lockPartsForRead(false);
2053 } 2470 }
2054 2471
2055 #endregion 2472 #endregion
@@ -2063,16 +2480,18 @@ namespace OpenSim.Region.Framework.Scenes
2063 /// <returns>null if no child part with that linknum or child part</returns> 2480 /// <returns>null if no child part with that linknum or child part</returns>
2064 public SceneObjectPart GetLinkNumPart(int linknum) 2481 public SceneObjectPart GetLinkNumPart(int linknum)
2065 { 2482 {
2066 lock (m_parts) 2483 lockPartsForRead(true);
2067 { 2484 {
2068 foreach (SceneObjectPart part in m_parts.Values) 2485 foreach (SceneObjectPart part in m_parts.Values)
2069 { 2486 {
2070 if (part.LinkNum == linknum) 2487 if (part.LinkNum == linknum)
2071 { 2488 {
2489 lockPartsForRead(false);
2072 return part; 2490 return part;
2073 } 2491 }
2074 } 2492 }
2075 } 2493 }
2494 lockPartsForRead(false);
2076 2495
2077 return null; 2496 return null;
2078 } 2497 }
@@ -2105,17 +2524,19 @@ namespace OpenSim.Region.Framework.Scenes
2105 public SceneObjectPart GetChildPart(uint localID) 2524 public SceneObjectPart GetChildPart(uint localID)
2106 { 2525 {
2107 //m_log.DebugFormat("Entered looking for {0}", localID); 2526 //m_log.DebugFormat("Entered looking for {0}", localID);
2108 lock (m_parts) 2527 lockPartsForRead(true);
2109 { 2528 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2529 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2530 {
2112 //m_log.DebugFormat("Found {0}", part.LocalId); 2531 //m_log.DebugFormat("Found {0}", part.LocalId);
2113 if (part.LocalId == localID) 2532 if (part.LocalId == localID)
2114 { 2533 {
2534 lockPartsForRead(false);
2115 return part; 2535 return part;
2116 } 2536 }
2117 } 2537 }
2118 } 2538 }
2539 lockPartsForRead(false);
2119 2540
2120 return null; 2541 return null;
2121 } 2542 }
@@ -2146,17 +2567,19 @@ namespace OpenSim.Region.Framework.Scenes
2146 public bool HasChildPrim(uint localID) 2567 public bool HasChildPrim(uint localID)
2147 { 2568 {
2148 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2569 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2149 lock (m_parts) 2570 lockPartsForRead(true);
2150 { 2571 {
2151 foreach (SceneObjectPart part in m_parts.Values) 2572 foreach (SceneObjectPart part in m_parts.Values)
2152 { 2573 {
2153 //m_log.DebugFormat("Found {0}", part.LocalId); 2574 //m_log.DebugFormat("Found {0}", part.LocalId);
2154 if (part.LocalId == localID) 2575 if (part.LocalId == localID)
2155 { 2576 {
2577 lockPartsForRead(false);
2156 return true; 2578 return true;
2157 } 2579 }
2158 } 2580 }
2159 } 2581 }
2582 lockPartsForRead(false);
2160 2583
2161 return false; 2584 return false;
2162 } 2585 }
@@ -2206,53 +2629,57 @@ namespace OpenSim.Region.Framework.Scenes
2206 if (m_rootPart.LinkNum == 0) 2629 if (m_rootPart.LinkNum == 0)
2207 m_rootPart.LinkNum = 1; 2630 m_rootPart.LinkNum = 1;
2208 2631
2209 lock (m_parts) 2632 lockPartsForWrite(true);
2210 { 2633
2211 m_parts.Add(linkPart.UUID, linkPart); 2634 m_parts.Add(linkPart.UUID, linkPart);
2635
2636 lockPartsForWrite(false);
2212 2637
2213 // Insert in terms of link numbers, the new links 2638 // Insert in terms of link numbers, the new links
2214 // before the current ones (with the exception of 2639 // before the current ones (with the exception of
2215 // the root prim. Shuffle the old ones up 2640 // the root prim. Shuffle the old ones up
2216 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2641 lockPartsForRead(true);
2642 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2643 {
2644 if (kvp.Value.LinkNum != 1)
2217 { 2645 {
2218 if (kvp.Value.LinkNum != 1) 2646 // Don't update root prim link number
2219 { 2647 kvp.Value.LinkNum += objectGroup.PrimCount;
2220 // Don't update root prim link number
2221 kvp.Value.LinkNum += objectGroup.PrimCount;
2222 }
2223 } 2648 }
2649 }
2650 lockPartsForRead(false);
2224 2651
2225 linkPart.LinkNum = 2; 2652 linkPart.LinkNum = 2;
2226 2653
2227 linkPart.SetParent(this); 2654 linkPart.SetParent(this);
2228 linkPart.CreateSelected = true; 2655 linkPart.CreateSelected = true;
2229 2656
2230 //if (linkPart.PhysActor != null) 2657 //if (linkPart.PhysActor != null)
2231 //{ 2658 //{
2232 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2659 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2233 2660
2234 //linkPart.PhysActor = null; 2661 //linkPart.PhysActor = null;
2235 //} 2662 //}
2236 2663
2237 //TODO: rest of parts 2664 //TODO: rest of parts
2238 int linkNum = 3; 2665 int linkNum = 3;
2239 foreach (SceneObjectPart part in objectGroup.Children.Values) 2666 foreach (SceneObjectPart part in objectGroup.Children.Values)
2667 {
2668 if (part.UUID != objectGroup.m_rootPart.UUID)
2240 { 2669 {
2241 if (part.UUID != objectGroup.m_rootPart.UUID) 2670 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2242 {
2243 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2244 }
2245 part.ClearUndoState();
2246 } 2671 }
2672 part.ClearUndoState();
2247 } 2673 }
2248 2674
2249 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2675 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2250 objectGroup.m_isDeleted = true; 2676 objectGroup.m_isDeleted = true;
2677
2678 objectGroup.lockPartsForWrite(true);
2251 2679
2252 lock (objectGroup.m_parts) 2680 objectGroup.m_parts.Clear();
2253 { 2681
2254 objectGroup.m_parts.Clear(); 2682 objectGroup.lockPartsForWrite(false);
2255 }
2256 2683
2257 // Can't do this yet since backup still makes use of the root part without any synchronization 2684 // Can't do this yet since backup still makes use of the root part without any synchronization
2258// objectGroup.m_rootPart = null; 2685// objectGroup.m_rootPart = null;
@@ -2322,23 +2749,23 @@ namespace OpenSim.Region.Framework.Scenes
2322 Quaternion worldRot = linkPart.GetWorldRotation(); 2749 Quaternion worldRot = linkPart.GetWorldRotation();
2323 2750
2324 // Remove the part from this object 2751 // Remove the part from this object
2325 lock (m_parts) 2752 lockPartsForWrite(true);
2326 { 2753 {
2327 m_parts.Remove(linkPart.UUID); 2754 m_parts.Remove(linkPart.UUID);
2328 2755 }
2329 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2756 lockPartsForWrite(false);
2757 lockPartsForRead(true);
2758 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2759 RootPart.LinkNum = 0;
2760 else
2761 {
2762 foreach (SceneObjectPart p in m_parts.Values)
2330 { 2763 {
2331 RootPart.LinkNum = 0; 2764 if (p.LinkNum > linkPart.LinkNum)
2765 p.LinkNum--;
2332 } 2766 }
2333 else
2334 {
2335 foreach (SceneObjectPart p in m_parts.Values)
2336 {
2337 if (p.LinkNum > linkPart.LinkNum)
2338 p.LinkNum--;
2339 }
2340 }
2341 } 2767 }
2768 lockPartsForRead(false);
2342 2769
2343 linkPart.ParentID = 0; 2770 linkPart.ParentID = 0;
2344 linkPart.LinkNum = 0; 2771 linkPart.LinkNum = 0;
@@ -2382,6 +2809,8 @@ namespace OpenSim.Region.Framework.Scenes
2382 /// <param name="objectGroup"></param> 2809 /// <param name="objectGroup"></param>
2383 public virtual void DetachFromBackup() 2810 public virtual void DetachFromBackup()
2384 { 2811 {
2812 m_scene.SceneGraph.FireDetachFromBackup(this);
2813
2385 if (m_isBackedUp) 2814 if (m_isBackedUp)
2386 m_scene.EventManager.OnBackup -= ProcessBackup; 2815 m_scene.EventManager.OnBackup -= ProcessBackup;
2387 2816
@@ -2660,9 +3089,12 @@ namespace OpenSim.Region.Framework.Scenes
2660 3089
2661 if (selectionPart != null) 3090 if (selectionPart != null)
2662 { 3091 {
2663 lock (m_parts) 3092 lockPartsForRead(true);
3093 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3094 lockPartsForRead(false);
3095 foreach (SceneObjectPart part in parts)
2664 { 3096 {
2665 foreach (SceneObjectPart part in m_parts.Values) 3097 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2666 { 3098 {
2667 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3099 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2668 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3100 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2672,12 +3104,13 @@ namespace OpenSim.Region.Framework.Scenes
2672 break; 3104 break;
2673 } 3105 }
2674 } 3106 }
3107 }
2675 3108
2676 foreach (SceneObjectPart part in m_parts.Values) 3109 foreach (SceneObjectPart part in parts)
2677 { 3110 {
2678 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3111 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2679 }
2680 } 3112 }
3113
2681 } 3114 }
2682 } 3115 }
2683 3116
@@ -2690,6 +3123,17 @@ namespace OpenSim.Region.Framework.Scenes
2690 } 3123 }
2691 } 3124 }
2692 3125
3126
3127
3128 /// <summary>
3129 /// Gets the number of parts
3130 /// </summary>
3131 /// <returns></returns>
3132 public int GetPartCount()
3133 {
3134 return Children.Count;
3135 }
3136
2693 /// <summary> 3137 /// <summary>
2694 /// Get the parts of this scene object 3138 /// Get the parts of this scene object
2695 /// </summary> 3139 /// </summary>
@@ -2766,11 +3210,9 @@ namespace OpenSim.Region.Framework.Scenes
2766 scale.Y = m_scene.m_maxNonphys; 3210 scale.Y = m_scene.m_maxNonphys;
2767 if (scale.Z > m_scene.m_maxNonphys) 3211 if (scale.Z > m_scene.m_maxNonphys)
2768 scale.Z = m_scene.m_maxNonphys; 3212 scale.Z = m_scene.m_maxNonphys;
2769
2770 SceneObjectPart part = GetChildPart(localID); 3213 SceneObjectPart part = GetChildPart(localID);
2771 if (part != null) 3214 if (part != null)
2772 { 3215 {
2773 part.Resize(scale);
2774 if (part.PhysActor != null) 3216 if (part.PhysActor != null)
2775 { 3217 {
2776 if (part.PhysActor.IsPhysical) 3218 if (part.PhysActor.IsPhysical)
@@ -2785,7 +3227,7 @@ namespace OpenSim.Region.Framework.Scenes
2785 part.PhysActor.Size = scale; 3227 part.PhysActor.Size = scale;
2786 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3228 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2787 } 3229 }
2788 //if (part.UUID != m_rootPart.UUID) 3230 part.Resize(scale);
2789 3231
2790 HasGroupChanged = true; 3232 HasGroupChanged = true;
2791 ScheduleGroupForFullUpdate(); 3233 ScheduleGroupForFullUpdate();
@@ -2807,7 +3249,6 @@ namespace OpenSim.Region.Framework.Scenes
2807 SceneObjectPart part = GetChildPart(localID); 3249 SceneObjectPart part = GetChildPart(localID);
2808 if (part != null) 3250 if (part != null)
2809 { 3251 {
2810 part.IgnoreUndoUpdate = true;
2811 if (scale.X > m_scene.m_maxNonphys) 3252 if (scale.X > m_scene.m_maxNonphys)
2812 scale.X = m_scene.m_maxNonphys; 3253 scale.X = m_scene.m_maxNonphys;
2813 if (scale.Y > m_scene.m_maxNonphys) 3254 if (scale.Y > m_scene.m_maxNonphys)
@@ -2827,94 +3268,100 @@ namespace OpenSim.Region.Framework.Scenes
2827 float y = (scale.Y / part.Scale.Y); 3268 float y = (scale.Y / part.Scale.Y);
2828 float z = (scale.Z / part.Scale.Z); 3269 float z = (scale.Z / part.Scale.Z);
2829 3270
2830 lock (m_parts) 3271 lockPartsForRead(true);
3272 if (x > 1.0f || y > 1.0f || z > 1.0f)
2831 { 3273 {
2832 if (x > 1.0f || y > 1.0f || z > 1.0f) 3274 foreach (SceneObjectPart obPart in m_parts.Values)
2833 { 3275 {
2834 foreach (SceneObjectPart obPart in m_parts.Values) 3276 if (obPart.UUID != m_rootPart.UUID)
2835 { 3277 {
2836 if (obPart.UUID != m_rootPart.UUID) 3278 Vector3 oldSize = new Vector3(obPart.Scale);
2837 { 3279 obPart.IgnoreUndoUpdate = true;
2838 obPart.IgnoreUndoUpdate = true;
2839 Vector3 oldSize = new Vector3(obPart.Scale);
2840 3280
2841 float f = 1.0f; 3281 float f = 1.0f;
2842 float a = 1.0f; 3282 float a = 1.0f;
2843 3283
2844 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3284 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3285 {
3286 if (oldSize.X*x > m_scene.m_maxPhys)
2845 { 3287 {
2846 if (oldSize.X*x > m_scene.m_maxPhys) 3288 f = m_scene.m_maxPhys / oldSize.X;
2847 { 3289 a = f / x;
2848 f = m_scene.m_maxPhys / oldSize.X; 3290 x *= a;
2849 a = f / x; 3291 y *= a;
2850 x *= a; 3292 z *= a;
2851 y *= a;
2852 z *= a;
2853 }
2854 if (oldSize.Y*y > m_scene.m_maxPhys)
2855 {
2856 f = m_scene.m_maxPhys / oldSize.Y;
2857 a = f / y;
2858 x *= a;
2859 y *= a;
2860 z *= a;
2861 }
2862 if (oldSize.Z*z > m_scene.m_maxPhys)
2863 {
2864 f = m_scene.m_maxPhys / oldSize.Z;
2865 a = f / z;
2866 x *= a;
2867 y *= a;
2868 z *= a;
2869 }
2870 } 3293 }
2871 else 3294 if (oldSize.Y*y > m_scene.m_maxPhys)
3295 {
3296 f = m_scene.m_maxPhys / oldSize.Y;
3297 a = f / y;
3298 x *= a;
3299 y *= a;
3300 z *= a;
3301 }
3302 if (oldSize.Z*z > m_scene.m_maxPhys)
2872 { 3303 {
2873 if (oldSize.X*x > m_scene.m_maxNonphys) 3304 f = m_scene.m_maxPhys / oldSize.Z;
2874 { 3305 a = f / z;
2875 f = m_scene.m_maxNonphys / oldSize.X; 3306 x *= a;
2876 a = f / x; 3307 y *= a;
2877 x *= a; 3308 z *= a;
2878 y *= a;
2879 z *= a;
2880 }
2881 if (oldSize.Y*y > m_scene.m_maxNonphys)
2882 {
2883 f = m_scene.m_maxNonphys / oldSize.Y;
2884 a = f / y;
2885 x *= a;
2886 y *= a;
2887 z *= a;
2888 }
2889 if (oldSize.Z*z > m_scene.m_maxNonphys)
2890 {
2891 f = m_scene.m_maxNonphys / oldSize.Z;
2892 a = f / z;
2893 x *= a;
2894 y *= a;
2895 z *= a;
2896 }
2897 } 3309 }
2898 obPart.IgnoreUndoUpdate = false; 3310 }
2899 obPart.StoreUndoState(); 3311 else
3312 {
3313 if (oldSize.X*x > m_scene.m_maxNonphys)
3314 {
3315 f = m_scene.m_maxNonphys / oldSize.X;
3316 a = f / x;
3317 x *= a;
3318 y *= a;
3319 z *= a;
3320 }
3321 if (oldSize.Y*y > m_scene.m_maxNonphys)
3322 {
3323 f = m_scene.m_maxNonphys / oldSize.Y;
3324 a = f / y;
3325 x *= a;
3326 y *= a;
3327 z *= a;
3328 }
3329 if (oldSize.Z*z > m_scene.m_maxNonphys)
3330 {
3331 f = m_scene.m_maxNonphys / oldSize.Z;
3332 a = f / z;
3333 x *= a;
3334 y *= a;
3335 z *= a;
3336 }
3337
2900 } 3338 }
2901 } 3339 }
2902 } 3340 }
2903 } 3341 }
3342 lockPartsForRead(false);
2904 3343
2905 Vector3 prevScale = part.Scale; 3344 Vector3 prevScale = part.Scale;
2906 prevScale.X *= x; 3345 prevScale.X *= x;
2907 prevScale.Y *= y; 3346 prevScale.Y *= y;
2908 prevScale.Z *= z; 3347 prevScale.Z *= z;;
3348
3349 part.IgnoreUndoUpdate = false;
3350 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3351 part.IgnoreUndoUpdate = true;
2909 part.Resize(prevScale); 3352 part.Resize(prevScale);
3353 part.IgnoreUndoUpdate = false;
2910 3354
2911 lock (m_parts) 3355 lockPartsForRead(true);
2912 { 3356 {
2913 foreach (SceneObjectPart obPart in m_parts.Values) 3357 foreach (SceneObjectPart obPart in m_parts.Values)
2914 { 3358 {
2915 obPart.IgnoreUndoUpdate = true;
2916 if (obPart.UUID != m_rootPart.UUID) 3359 if (obPart.UUID != m_rootPart.UUID)
2917 { 3360 {
3361 obPart.IgnoreUndoUpdate = false;
3362 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3363 obPart.IgnoreUndoUpdate = true;
3364
2918 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3365 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2919 currentpos.X *= x; 3366 currentpos.X *= x;
2920 currentpos.Y *= y; 3367 currentpos.Y *= y;
@@ -2927,9 +3374,9 @@ namespace OpenSim.Region.Framework.Scenes
2927 obPart.UpdateOffSet(currentpos); 3374 obPart.UpdateOffSet(currentpos);
2928 } 3375 }
2929 obPart.IgnoreUndoUpdate = false; 3376 obPart.IgnoreUndoUpdate = false;
2930 obPart.StoreUndoState();
2931 } 3377 }
2932 } 3378 }
3379 lockPartsForRead(false);
2933 3380
2934 if (part.PhysActor != null) 3381 if (part.PhysActor != null)
2935 { 3382 {
@@ -2938,7 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
2938 } 3385 }
2939 3386
2940 part.IgnoreUndoUpdate = false; 3387 part.IgnoreUndoUpdate = false;
2941 part.StoreUndoState();
2942 HasGroupChanged = true; 3388 HasGroupChanged = true;
2943 ScheduleGroupForTerseUpdate(); 3389 ScheduleGroupForTerseUpdate();
2944 } 3390 }
@@ -2954,14 +3400,11 @@ namespace OpenSim.Region.Framework.Scenes
2954 /// <param name="pos"></param> 3400 /// <param name="pos"></param>
2955 public void UpdateGroupPosition(Vector3 pos) 3401 public void UpdateGroupPosition(Vector3 pos)
2956 { 3402 {
2957 foreach (SceneObjectPart part in Children.Values)
2958 {
2959 part.StoreUndoState();
2960 }
2961 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3403 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2962 { 3404 {
2963 if (IsAttachment) 3405 if (IsAttachment)
2964 { 3406 {
3407 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2965 m_rootPart.AttachedPos = pos; 3408 m_rootPart.AttachedPos = pos;
2966 } 3409 }
2967 if (RootPart.GetStatusSandbox()) 3410 if (RootPart.GetStatusSandbox())
@@ -2994,7 +3437,7 @@ namespace OpenSim.Region.Framework.Scenes
2994 SceneObjectPart part = GetChildPart(localID); 3437 SceneObjectPart part = GetChildPart(localID);
2995 foreach (SceneObjectPart parts in Children.Values) 3438 foreach (SceneObjectPart parts in Children.Values)
2996 { 3439 {
2997 parts.StoreUndoState(); 3440 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
2998 } 3441 }
2999 if (part != null) 3442 if (part != null)
3000 { 3443 {
@@ -3019,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes
3019 { 3462 {
3020 foreach (SceneObjectPart part in Children.Values) 3463 foreach (SceneObjectPart part in Children.Values)
3021 { 3464 {
3022 part.StoreUndoState(); 3465 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3023 } 3466 }
3024 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3467 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3025 Vector3 oldPos = 3468 Vector3 oldPos =
@@ -3032,7 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
3032 axDiff *= Quaternion.Inverse(partRotation); 3475 axDiff *= Quaternion.Inverse(partRotation);
3033 diff = axDiff; 3476 diff = axDiff;
3034 3477
3035 lock (m_parts) 3478 lockPartsForRead(true);
3036 { 3479 {
3037 foreach (SceneObjectPart obPart in m_parts.Values) 3480 foreach (SceneObjectPart obPart in m_parts.Values)
3038 { 3481 {
@@ -3042,11 +3485,29 @@ namespace OpenSim.Region.Framework.Scenes
3042 } 3485 }
3043 } 3486 }
3044 } 3487 }
3488 lockPartsForRead(false);
3045 3489
3046 AbsolutePosition = newPos; 3490 //We have to set undoing here because otherwise an undo state will be saved
3491 if (!m_rootPart.Undoing)
3492 {
3493 m_rootPart.Undoing = true;
3494 AbsolutePosition = newPos;
3495 m_rootPart.Undoing = false;
3496 }
3497 else
3498 {
3499 AbsolutePosition = newPos;
3500 }
3047 3501
3048 HasGroupChanged = true; 3502 HasGroupChanged = true;
3049 ScheduleGroupForTerseUpdate(); 3503 if (m_rootPart.Undoing)
3504 {
3505 ScheduleGroupForFullUpdate();
3506 }
3507 else
3508 {
3509 ScheduleGroupForTerseUpdate();
3510 }
3050 } 3511 }
3051 3512
3052 public void OffsetForNewRegion(Vector3 offset) 3513 public void OffsetForNewRegion(Vector3 offset)
@@ -3066,7 +3527,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 { 3527 {
3067 foreach (SceneObjectPart parts in Children.Values) 3528 foreach (SceneObjectPart parts in Children.Values)
3068 { 3529 {
3069 parts.StoreUndoState(); 3530 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3070 } 3531 }
3071 m_rootPart.UpdateRotation(rot); 3532 m_rootPart.UpdateRotation(rot);
3072 3533
@@ -3090,7 +3551,7 @@ namespace OpenSim.Region.Framework.Scenes
3090 { 3551 {
3091 foreach (SceneObjectPart parts in Children.Values) 3552 foreach (SceneObjectPart parts in Children.Values)
3092 { 3553 {
3093 parts.StoreUndoState(); 3554 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3094 } 3555 }
3095 m_rootPart.UpdateRotation(rot); 3556 m_rootPart.UpdateRotation(rot);
3096 3557
@@ -3117,7 +3578,7 @@ namespace OpenSim.Region.Framework.Scenes
3117 SceneObjectPart part = GetChildPart(localID); 3578 SceneObjectPart part = GetChildPart(localID);
3118 foreach (SceneObjectPart parts in Children.Values) 3579 foreach (SceneObjectPart parts in Children.Values)
3119 { 3580 {
3120 parts.StoreUndoState(); 3581 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3121 } 3582 }
3122 if (part != null) 3583 if (part != null)
3123 { 3584 {
@@ -3145,15 +3606,24 @@ namespace OpenSim.Region.Framework.Scenes
3145 if (part.UUID == m_rootPart.UUID) 3606 if (part.UUID == m_rootPart.UUID)
3146 { 3607 {
3147 UpdateRootRotation(rot); 3608 UpdateRootRotation(rot);
3148 AbsolutePosition = pos; 3609 if (!m_rootPart.Undoing)
3610 {
3611 m_rootPart.Undoing = true;
3612 AbsolutePosition = pos;
3613 m_rootPart.Undoing = false;
3614 }
3615 else
3616 {
3617 AbsolutePosition = pos;
3618 }
3149 } 3619 }
3150 else 3620 else
3151 { 3621 {
3622 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 part.IgnoreUndoUpdate = true; 3623 part.IgnoreUndoUpdate = true;
3153 part.UpdateRotation(rot); 3624 part.UpdateRotation(rot);
3154 part.OffsetPosition = pos; 3625 part.OffsetPosition = pos;
3155 part.IgnoreUndoUpdate = false; 3626 part.IgnoreUndoUpdate = false;
3156 part.StoreUndoState();
3157 } 3627 }
3158 } 3628 }
3159 } 3629 }
@@ -3167,7 +3637,13 @@ namespace OpenSim.Region.Framework.Scenes
3167 Quaternion axRot = rot; 3637 Quaternion axRot = rot;
3168 Quaternion oldParentRot = m_rootPart.RotationOffset; 3638 Quaternion oldParentRot = m_rootPart.RotationOffset;
3169 3639
3170 m_rootPart.StoreUndoState(); 3640 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3641 bool cancelUndo = false;
3642 if (!m_rootPart.Undoing)
3643 {
3644 m_rootPart.Undoing = true;
3645 cancelUndo = true;
3646 }
3171 m_rootPart.UpdateRotation(rot); 3647 m_rootPart.UpdateRotation(rot);
3172 if (m_rootPart.PhysActor != null) 3648 if (m_rootPart.PhysActor != null)
3173 { 3649 {
@@ -3175,33 +3651,31 @@ namespace OpenSim.Region.Framework.Scenes
3175 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3651 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3176 } 3652 }
3177 3653
3178 lock (m_parts) 3654 lockPartsForRead(true);
3655
3656 foreach (SceneObjectPart prim in m_parts.Values)
3179 { 3657 {
3180 foreach (SceneObjectPart prim in m_parts.Values) 3658 if (prim.UUID != m_rootPart.UUID)
3181 { 3659 {
3182 if (prim.UUID != m_rootPart.UUID) 3660 prim.IgnoreUndoUpdate = true;
3183 { 3661 Vector3 axPos = prim.OffsetPosition;
3184 prim.IgnoreUndoUpdate = true; 3662 axPos *= oldParentRot;
3185 Vector3 axPos = prim.OffsetPosition; 3663 axPos *= Quaternion.Inverse(axRot);
3186 axPos *= oldParentRot; 3664 prim.OffsetPosition = axPos;
3187 axPos *= Quaternion.Inverse(axRot); 3665 Quaternion primsRot = prim.RotationOffset;
3188 prim.OffsetPosition = axPos; 3666 Quaternion newRot = primsRot * oldParentRot;
3189 Quaternion primsRot = prim.RotationOffset; 3667 newRot *= Quaternion.Inverse(axRot);
3190 Quaternion newRot = primsRot * oldParentRot; 3668 prim.RotationOffset = newRot;
3191 newRot *= Quaternion.Inverse(axRot); 3669 prim.ScheduleTerseUpdate();
3192 prim.RotationOffset = newRot; 3670 prim.IgnoreUndoUpdate = false;
3193 prim.ScheduleTerseUpdate();
3194 }
3195 } 3671 }
3196 } 3672 }
3197 foreach (SceneObjectPart childpart in Children.Values) 3673 if (cancelUndo == true)
3198 { 3674 {
3199 if (childpart != m_rootPart) 3675 m_rootPart.Undoing = false;
3200 {
3201 childpart.IgnoreUndoUpdate = false;
3202 childpart.StoreUndoState();
3203 }
3204 } 3676 }
3677 lockPartsForRead(false);
3678
3205 m_rootPart.ScheduleTerseUpdate(); 3679 m_rootPart.ScheduleTerseUpdate();
3206 } 3680 }
3207 3681
@@ -3323,7 +3797,7 @@ namespace OpenSim.Region.Framework.Scenes
3323 if (atTargets.Count > 0) 3797 if (atTargets.Count > 0)
3324 { 3798 {
3325 uint[] localids = new uint[0]; 3799 uint[] localids = new uint[0];
3326 lock (m_parts) 3800 lockPartsForRead(true);
3327 { 3801 {
3328 localids = new uint[m_parts.Count]; 3802 localids = new uint[m_parts.Count];
3329 int cntr = 0; 3803 int cntr = 0;
@@ -3333,6 +3807,7 @@ namespace OpenSim.Region.Framework.Scenes
3333 cntr++; 3807 cntr++;
3334 } 3808 }
3335 } 3809 }
3810 lockPartsForRead(false);
3336 3811
3337 for (int ctr = 0; ctr < localids.Length; ctr++) 3812 for (int ctr = 0; ctr < localids.Length; ctr++)
3338 { 3813 {
@@ -3351,7 +3826,7 @@ namespace OpenSim.Region.Framework.Scenes
3351 { 3826 {
3352 //trigger not_at_target 3827 //trigger not_at_target
3353 uint[] localids = new uint[0]; 3828 uint[] localids = new uint[0];
3354 lock (m_parts) 3829 lockPartsForRead(true);
3355 { 3830 {
3356 localids = new uint[m_parts.Count]; 3831 localids = new uint[m_parts.Count];
3357 int cntr = 0; 3832 int cntr = 0;
@@ -3361,7 +3836,8 @@ namespace OpenSim.Region.Framework.Scenes
3361 cntr++; 3836 cntr++;
3362 } 3837 }
3363 } 3838 }
3364 3839 lockPartsForRead(false);
3840
3365 for (int ctr = 0; ctr < localids.Length; ctr++) 3841 for (int ctr = 0; ctr < localids.Length; ctr++)
3366 { 3842 {
3367 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3843 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3402,7 +3878,8 @@ namespace OpenSim.Region.Framework.Scenes
3402 if (atRotTargets.Count > 0) 3878 if (atRotTargets.Count > 0)
3403 { 3879 {
3404 uint[] localids = new uint[0]; 3880 uint[] localids = new uint[0];
3405 lock (m_parts) 3881 lockPartsForRead(true);
3882 try
3406 { 3883 {
3407 localids = new uint[m_parts.Count]; 3884 localids = new uint[m_parts.Count];
3408 int cntr = 0; 3885 int cntr = 0;
@@ -3412,6 +3889,10 @@ namespace OpenSim.Region.Framework.Scenes
3412 cntr++; 3889 cntr++;
3413 } 3890 }
3414 } 3891 }
3892 finally
3893 {
3894 lockPartsForRead(false);
3895 }
3415 3896
3416 for (int ctr = 0; ctr < localids.Length; ctr++) 3897 for (int ctr = 0; ctr < localids.Length; ctr++)
3417 { 3898 {
@@ -3430,7 +3911,8 @@ namespace OpenSim.Region.Framework.Scenes
3430 { 3911 {
3431 //trigger not_at_target 3912 //trigger not_at_target
3432 uint[] localids = new uint[0]; 3913 uint[] localids = new uint[0];
3433 lock (m_parts) 3914 lockPartsForRead(true);
3915 try
3434 { 3916 {
3435 localids = new uint[m_parts.Count]; 3917 localids = new uint[m_parts.Count];
3436 int cntr = 0; 3918 int cntr = 0;
@@ -3440,6 +3922,10 @@ namespace OpenSim.Region.Framework.Scenes
3440 cntr++; 3922 cntr++;
3441 } 3923 }
3442 } 3924 }
3925 finally
3926 {
3927 lockPartsForRead(false);
3928 }
3443 3929
3444 for (int ctr = 0; ctr < localids.Length; ctr++) 3930 for (int ctr = 0; ctr < localids.Length; ctr++)
3445 { 3931 {
@@ -3453,19 +3939,20 @@ namespace OpenSim.Region.Framework.Scenes
3453 public float GetMass() 3939 public float GetMass()
3454 { 3940 {
3455 float retmass = 0f; 3941 float retmass = 0f;
3456 lock (m_parts) 3942 lockPartsForRead(true);
3457 { 3943 {
3458 foreach (SceneObjectPart part in m_parts.Values) 3944 foreach (SceneObjectPart part in m_parts.Values)
3459 { 3945 {
3460 retmass += part.GetMass(); 3946 retmass += part.GetMass();
3461 } 3947 }
3462 } 3948 }
3949 lockPartsForRead(false);
3463 return retmass; 3950 return retmass;
3464 } 3951 }
3465 3952
3466 public void CheckSculptAndLoad() 3953 public void CheckSculptAndLoad()
3467 { 3954 {
3468 lock (m_parts) 3955 lockPartsForRead(true);
3469 { 3956 {
3470 if (!IsDeleted) 3957 if (!IsDeleted)
3471 { 3958 {
@@ -3490,6 +3977,7 @@ namespace OpenSim.Region.Framework.Scenes
3490 } 3977 }
3491 } 3978 }
3492 } 3979 }
3980 lockPartsForRead(false);
3493 } 3981 }
3494 3982
3495 protected void AssetReceived(string id, Object sender, AssetBase asset) 3983 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3510,7 +3998,7 @@ namespace OpenSim.Region.Framework.Scenes
3510 /// <param name="client"></param> 3998 /// <param name="client"></param>
3511 public void SetGroup(UUID GroupID, IClientAPI client) 3999 public void SetGroup(UUID GroupID, IClientAPI client)
3512 { 4000 {
3513 lock (m_parts) 4001 lockPartsForRead(true);
3514 { 4002 {
3515 foreach (SceneObjectPart part in m_parts.Values) 4003 foreach (SceneObjectPart part in m_parts.Values)
3516 { 4004 {
@@ -3520,6 +4008,7 @@ namespace OpenSim.Region.Framework.Scenes
3520 4008
3521 HasGroupChanged = true; 4009 HasGroupChanged = true;
3522 } 4010 }
4011 lockPartsForRead(false);
3523 4012
3524 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4013 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3525 // for the same object with very different properties. The caller must schedule the update. 4014 // for the same object with very different properties. The caller must schedule the update.
@@ -3541,11 +4030,12 @@ namespace OpenSim.Region.Framework.Scenes
3541 4030
3542 public void SetAttachmentPoint(byte point) 4031 public void SetAttachmentPoint(byte point)
3543 { 4032 {
3544 lock (m_parts) 4033 lockPartsForRead(true);
3545 { 4034 {
3546 foreach (SceneObjectPart part in m_parts.Values) 4035 foreach (SceneObjectPart part in m_parts.Values)
3547 part.SetAttachmentPoint(point); 4036 part.SetAttachmentPoint(point);
3548 } 4037 }
4038 lockPartsForRead(false);
3549 } 4039 }
3550 4040
3551 #region ISceneObject 4041 #region ISceneObject
@@ -3579,6 +4069,14 @@ namespace OpenSim.Region.Framework.Scenes
3579 SetFromItemID(uuid); 4069 SetFromItemID(uuid);
3580 } 4070 }
3581 4071
4072 public void ResetOwnerChangeFlag()
4073 {
4074 ForEachPart(delegate(SceneObjectPart part)
4075 {
4076 part.ResetOwnerChangeFlag();
4077 });
4078 }
4079
3582 #endregion 4080 #endregion
3583 } 4081 }
3584} 4082}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3ed74e1..eefe8bb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4785,5 +4814,17 @@ namespace OpenSim.Region.Framework.Scenes
4785 Color color = Color; 4814 Color color = Color;
4786 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4815 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4787 } 4816 }
4817
4818 public void ResetOwnerChangeFlag()
4819 {
4820 List<UUID> inv = Inventory.GetInventoryList();
4821
4822 foreach (UUID itemID in inv)
4823 {
4824 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4825 item.OwnerChanged = false;
4826 Inventory.UpdateInventoryItem(item);
4827 }
4828 }
4788 } 4829 }
4789} 4830}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index ca089a1..1959427 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,22 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 lock (m_items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
125 return; 131 return;
132 }
126 133
127 HasInventoryChanged = true; 134 HasInventoryChanged = true;
128 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
129 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 m_items.Clear(); 137 Items.Clear();
131 138
132 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
133 { 140 {
134 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
135 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
136 }
137 } 143 }
144 m_items.LockItemsForWrite(false);
138 } 145 }
139 146
140 /// <summary> 147 /// <summary>
@@ -143,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
143 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
144 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
147 { 155 {
148 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
149 { 157 return;
150 return;
151 }
152 } 158 }
153 159
154 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -162,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
162 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
171 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
172 { 179 {
173 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
174 { 182 {
175 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
176 { 184 return;
177 return;
178 }
179 } 185 }
180 186
181 HasInventoryChanged = true; 187 HasInventoryChanged = true;
182 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
183 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
184 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
185 { 191 {
186 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
187 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
188 } 196 }
197 m_items.LockItemsForWrite(false);
189 } 198 }
190 199
191 /// <summary> 200 /// <summary>
@@ -193,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 202 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 204 {
196 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
197 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
198 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
199 } 213 }
200 214
201 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -228,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </param> 242 /// </param>
229 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
230 { 244 {
231 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
232 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
233 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
234 } 257 }
235 258
236 /// <summary> 259 /// <summary>
@@ -246,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
246 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
247 270
248 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
249 return; 274 return;
275 }
250 276
251 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
252 278
@@ -255,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
255 if (stateSource == 2 && // Prim crossing 281 if (stateSource == 2 && // Prim crossing
256 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
257 { 283 {
258 lock (m_items) 284 m_items.LockItemsForWrite(true);
259 { 285 m_items[item.ItemID].PermsMask = 0;
260 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
261 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
262 }
263
264 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
265 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
266 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
267 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
268 return; 293 return;
@@ -271,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
271 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
272 if (null == asset) 297 if (null == asset)
273 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
274 m_log.ErrorFormat( 301 m_log.ErrorFormat(
275 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
276 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -282,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
282 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
283 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
284 311
285 lock (m_items) 312 m_items.LockItemsForWrite(true);
286 { 313
287 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
289 } 316
317 m_items.LockItemsForWrite(false);
290 318
291 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
293 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
294 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
295 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
296 } 325 }
@@ -354,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
354 383
355 /// <summary> 384 /// <summary>
356 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
357 /// </summary> 387 /// </summary>
358 /// <param name="itemId"> 388 /// <param name="itemId">
359 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
360 /// </param> 390 /// </param>
361 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
362 { 392 {
363 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
364 if (item != null) 394 {
365 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
366 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
367 m_log.ErrorFormat( 427 m_log.ErrorFormat(
368 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
369 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
370 itemId, m_part.Name, m_part.UUID, 430 }
371 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
372 } 525 }
373 526
374 /// <summary> 527 /// <summary>
@@ -381,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
381 /// </param> 534 /// </param>
382 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
383 { 536 {
384 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
385
386 lock (m_items)
387 {
388 if (m_items.ContainsKey(itemId))
389 scriptPresent = true;
390 }
391
392 if (scriptPresent)
393 { 538 {
394 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
395 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -414,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
414 /// <returns></returns> 559 /// <returns></returns>
415 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
416 { 561 {
417 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
418 { 564 {
419 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
420 { 566 {
421 if (item.Name == name) 567 m_items.LockItemsForRead(false);
422 return true; 568 return true;
423 } 569 }
424 } 570 }
571 m_items.LockItemsForRead(false);
425 return false; 572 return false;
426 } 573 }
427 574
@@ -463,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
463 /// <param name="item"></param> 610 /// <param name="item"></param>
464 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
465 { 612 {
466 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
467 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
468 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
469 { 617 {
470 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -502,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
502 item.Name = name; 650 item.Name = name;
503 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
504 652
505 lock (m_items) 653 m_items.LockItemsForWrite(true);
506 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
507 655 m_items.LockItemsForWrite(false);
508 if (allowedDrop) 656 if (allowedDrop)
509 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
510 else 658 else
511 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
512 660
513 m_inventorySerial++; 661 m_inventorySerial++;
514 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
515 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -525,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
525 /// <param name="items"></param> 673 /// <param name="items"></param>
526 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
527 { 675 {
528 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
529 { 678 {
530 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
531 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
532 m_items.Add(item.ItemID, item);
533// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
534 }
535 m_inventorySerial++;
536 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
537 } 685 }
538 686
539 /// <summary> 687 /// <summary>
@@ -544,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
544 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
545 { 693 {
546 TaskInventoryItem item; 694 TaskInventoryItem item;
547 695 m_items.LockItemsForRead(true);
548 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
549 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
550
551 return item; 698 return item;
552 } 699 }
553 700
@@ -563,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
563 { 710 {
564 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
565 712
566 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
567 { 716 {
568 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
569 { 718 items.Add(item);
570 if (item.Name == name)
571 items.Add(item);
572 }
573 } 719 }
574 720
721 m_items.LockItemsForRead(false);
722
575 return items; 723 return items;
576 } 724 }
577 725
@@ -652,8 +800,9 @@ namespace OpenSim.Region.Framework.Scenes
652 800
653 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 801 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
654 { 802 {
655 TaskInventoryItem it = GetInventoryItem(item.ItemID); 803 m_items.LockItemsForWrite(true);
656 if (it != null) 804
805 if (m_items.ContainsKey(item.ItemID))
657 { 806 {
658 item.ParentID = m_part.UUID; 807 item.ParentID = m_part.UUID;
659 item.ParentPartID = m_part.UUID; 808 item.ParentPartID = m_part.UUID;
@@ -665,19 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
665 item.GroupID = m_part.GroupID; 814 item.GroupID = m_part.GroupID;
666 815
667 if (item.AssetID == UUID.Zero) 816 if (item.AssetID == UUID.Zero)
668 item.AssetID = it.AssetID; 817 item.AssetID = m_items[item.ItemID].AssetID;
669
670 lock (m_items)
671 {
672 m_items[item.ItemID] = item;
673 m_inventorySerial++;
674 }
675 818
819 m_items[item.ItemID] = item;
820 m_inventorySerial++;
676 if (fireScriptEvents) 821 if (fireScriptEvents)
677 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 822 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
678
679 HasInventoryChanged = true; 823 HasInventoryChanged = true;
680 m_part.ParentGroup.HasGroupChanged = true; 824 m_part.ParentGroup.HasGroupChanged = true;
825 m_items.LockItemsForWrite(false);
681 return true; 826 return true;
682 } 827 }
683 else 828 else
@@ -688,8 +833,9 @@ namespace OpenSim.Region.Framework.Scenes
688 item.ItemID, m_part.Name, m_part.UUID, 833 item.ItemID, m_part.Name, m_part.UUID,
689 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 834 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
690 } 835 }
691 return false; 836 m_items.LockItemsForWrite(false);
692 837
838 return false;
693 } 839 }
694 840
695 /// <summary> 841 /// <summary>
@@ -700,37 +846,53 @@ namespace OpenSim.Region.Framework.Scenes
700 /// in this prim's inventory.</returns> 846 /// in this prim's inventory.</returns>
701 public int RemoveInventoryItem(UUID itemID) 847 public int RemoveInventoryItem(UUID itemID)
702 { 848 {
703 TaskInventoryItem item = GetInventoryItem(itemID); 849 m_items.LockItemsForRead(true);
704 if (item != null) 850
851 if (m_items.ContainsKey(itemID))
705 { 852 {
706 int type = m_items[itemID].InvType; 853 int type = m_items[itemID].InvType;
854 m_items.LockItemsForRead(false);
707 if (type == 10) // Script 855 if (type == 10) // Script
708 { 856 {
709 m_part.RemoveScriptEvents(itemID);
710 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
711 } 858 }
859 m_items.LockItemsForWrite(true);
712 m_items.Remove(itemID); 860 m_items.Remove(itemID);
861 m_items.LockItemsForWrite(false);
713 m_inventorySerial++; 862 m_inventorySerial++;
714 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 863 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
715 864
716 HasInventoryChanged = true; 865 HasInventoryChanged = true;
717 m_part.ParentGroup.HasGroupChanged = true; 866 m_part.ParentGroup.HasGroupChanged = true;
718 867
719 if (!ContainsScripts()) 868 int scriptcount = 0;
869 m_items.LockItemsForRead(true);
870 foreach (TaskInventoryItem item in m_items.Values)
871 {
872 if (item.Type == 10)
873 {
874 scriptcount++;
875 }
876 }
877 m_items.LockItemsForRead(false);
878
879
880 if (scriptcount <= 0)
881 {
720 m_part.RemFlag(PrimFlags.Scripted); 882 m_part.RemFlag(PrimFlags.Scripted);
883 }
721 884
722 m_part.ScheduleFullUpdate(); 885 m_part.ScheduleFullUpdate();
723 886
724 return type; 887 return type;
725
726 } 888 }
727 else 889 else
728 { 890 {
891 m_items.LockItemsForRead(false);
729 m_log.ErrorFormat( 892 m_log.ErrorFormat(
730 "[PRIM INVENTORY]: " + 893 "[PRIM INVENTORY]: " +
731 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 894 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
732 itemID, m_part.Name, m_part.UUID, 895 itemID, m_part.Name, m_part.UUID);
733 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
734 } 896 }
735 897
736 return -1; 898 return -1;
@@ -784,8 +946,9 @@ namespace OpenSim.Region.Framework.Scenes
784 // isn't available (such as drag from prim inventory to agent inventory) 946 // isn't available (such as drag from prim inventory to agent inventory)
785 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 947 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
786 948
787 List<TaskInventoryItem> items = GetInventoryItems(); 949 m_items.LockItemsForRead(true);
788 foreach (TaskInventoryItem item in items) 950
951 foreach (TaskInventoryItem item in m_items.Values)
789 { 952 {
790 UUID ownerID = item.OwnerID; 953 UUID ownerID = item.OwnerID;
791 uint everyoneMask = 0; 954 uint everyoneMask = 0;
@@ -829,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
829 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 992 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
830 invString.AddSectionEnd(); 993 invString.AddSectionEnd();
831 } 994 }
995 int count = m_items.Count;
996 m_items.LockItemsForRead(false);
832 997
833 fileData = Utils.StringToBytes(invString.BuildString); 998 fileData = Utils.StringToBytes(invString.BuildString);
834 999
@@ -849,10 +1014,11 @@ namespace OpenSim.Region.Framework.Scenes
849 { 1014 {
850 if (HasInventoryChanged) 1015 if (HasInventoryChanged)
851 { 1016 {
852 HasInventoryChanged = false; 1017 Items.LockItemsForRead(true);
853 List<TaskInventoryItem> items = GetInventoryItems(); 1018 datastore.StorePrimInventory(m_part.UUID, Items.Values);
854 datastore.StorePrimInventory(m_part.UUID, items); 1019 Items.LockItemsForRead(false);
855 1020
1021 HasInventoryChanged = false;
856 } 1022 }
857 } 1023 }
858 1024
@@ -919,89 +1085,75 @@ namespace OpenSim.Region.Framework.Scenes
919 { 1085 {
920 uint mask=0x7fffffff; 1086 uint mask=0x7fffffff;
921 1087
922 lock (m_items) 1088 foreach (TaskInventoryItem item in m_items.Values)
923 { 1089 {
924 foreach (TaskInventoryItem item in m_items.Values) 1090 if (item.InvType != (int)InventoryType.Object)
925 { 1091 {
926 if (item.InvType != (int)InventoryType.Object) 1092 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
927 { 1093 mask &= ~((uint)PermissionMask.Copy >> 13);
928 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1094 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
929 mask &= ~((uint)PermissionMask.Copy >> 13); 1095 mask &= ~((uint)PermissionMask.Transfer >> 13);
930 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
931 mask &= ~((uint)PermissionMask.Transfer >> 13); 1097 mask &= ~((uint)PermissionMask.Modify >> 13);
932 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1098 }
933 mask &= ~((uint)PermissionMask.Modify >> 13); 1099 else
934 } 1100 {
935 else 1101 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
936 { 1102 mask &= ~((uint)PermissionMask.Copy >> 13);
937 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1103 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
938 mask &= ~((uint)PermissionMask.Copy >> 13); 1104 mask &= ~((uint)PermissionMask.Transfer >> 13);
939 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
940 mask &= ~((uint)PermissionMask.Transfer >> 13); 1106 mask &= ~((uint)PermissionMask.Modify >> 13);
941 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
942 mask &= ~((uint)PermissionMask.Modify >> 13);
943 }
944
945 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
946 mask &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
948 mask &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
950 mask &= ~(uint)PermissionMask.Modify;
951 } 1107 }
1108
1109 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1110 mask &= ~(uint)PermissionMask.Copy;
1111 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1112 mask &= ~(uint)PermissionMask.Transfer;
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1114 mask &= ~(uint)PermissionMask.Modify;
952 } 1115 }
953
954 return mask; 1116 return mask;
955 } 1117 }
956 1118
957 public void ApplyNextOwnerPermissions() 1119 public void ApplyNextOwnerPermissions()
958 { 1120 {
959 lock (m_items) 1121 foreach (TaskInventoryItem item in m_items.Values)
960 { 1122 {
961 foreach (TaskInventoryItem item in m_items.Values) 1123 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
962 { 1124 {
963 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1125 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
964 { 1126 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
965 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1127 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
966 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1128 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
967 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
968 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
969 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
970 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
971 }
972 item.CurrentPermissions &= item.NextPermissions;
973 item.BasePermissions &= item.NextPermissions;
974 item.EveryonePermissions &= item.NextPermissions;
975 item.OwnerChanged = true;
976 } 1131 }
1132 item.OwnerChanged = true;
1133 item.CurrentPermissions &= item.NextPermissions;
1134 item.BasePermissions &= item.NextPermissions;
1135 item.EveryonePermissions &= item.NextPermissions;
977 } 1136 }
978 } 1137 }
979 1138
980 public void ApplyGodPermissions(uint perms) 1139 public void ApplyGodPermissions(uint perms)
981 { 1140 {
982 lock (m_items) 1141 foreach (TaskInventoryItem item in m_items.Values)
983 { 1142 {
984 foreach (TaskInventoryItem item in m_items.Values) 1143 item.CurrentPermissions = perms;
985 { 1144 item.BasePermissions = perms;
986 item.CurrentPermissions = perms;
987 item.BasePermissions = perms;
988 }
989 } 1145 }
990 } 1146 }
991 1147
992 public bool ContainsScripts() 1148 public bool ContainsScripts()
993 { 1149 {
994 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
995 { 1151 {
996 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.LSL)
997 { 1153 {
998 if (item.InvType == (int)InventoryType.LSL) 1154 return true;
999 {
1000 return true;
1001 }
1002 } 1155 }
1003 } 1156 }
1004
1005 return false; 1157 return false;
1006 } 1158 }
1007 1159
@@ -1009,11 +1161,8 @@ namespace OpenSim.Region.Framework.Scenes
1009 { 1161 {
1010 List<UUID> ret = new List<UUID>(); 1162 List<UUID> ret = new List<UUID>();
1011 1163
1012 lock (m_items) 1164 foreach (TaskInventoryItem item in m_items.Values)
1013 { 1165 ret.Add(item.ItemID);
1014 foreach (TaskInventoryItem item in m_items.Values)
1015 ret.Add(item.ItemID);
1016 }
1017 1166
1018 return ret; 1167 return ret;
1019 } 1168 }
@@ -1044,31 +1193,44 @@ namespace OpenSim.Region.Framework.Scenes
1044 1193
1045 public Dictionary<UUID, string> GetScriptStates() 1194 public Dictionary<UUID, string> GetScriptStates()
1046 { 1195 {
1196 return GetScriptStates(false);
1197 }
1198
1199 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1200 {
1047 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1201 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1048 1202
1049 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1203 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1050 if (engines == null) // No engine at all 1204 if (engines == null) // No engine at all
1051 return ret; 1205 return ret;
1052 1206
1053 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1207 foreach (TaskInventoryItem item in m_items.Values)
1054
1055 foreach (TaskInventoryItem item in scripts)
1056 { 1208 {
1057 foreach (IScriptModule e in engines) 1209 if (item.InvType == (int)InventoryType.LSL)
1058 { 1210 {
1059 if (e != null) 1211 foreach (IScriptModule e in engines)
1060 { 1212 {
1061 string n = e.GetXMLState(item.ItemID); 1213 if (e != null)
1062 if (n != String.Empty)
1063 { 1214 {
1064 if (!ret.ContainsKey(item.ItemID)) 1215 string n = e.GetXMLState(item.ItemID);
1065 ret[item.ItemID] = n; 1216 if (n != String.Empty)
1066 break; 1217 {
1218 if (oldIDs)
1219 {
1220 if (!ret.ContainsKey(item.OldItemID))
1221 ret[item.OldItemID] = n;
1222 }
1223 else
1224 {
1225 if (!ret.ContainsKey(item.ItemID))
1226 ret[item.ItemID] = n;
1227 }
1228 break;
1229 }
1067 } 1230 }
1068 } 1231 }
1069 } 1232 }
1070 } 1233 }
1071
1072 return ret; 1234 return ret;
1073 } 1235 }
1074 1236
@@ -1078,21 +1240,27 @@ namespace OpenSim.Region.Framework.Scenes
1078 if (engines == null) 1240 if (engines == null)
1079 return; 1241 return;
1080 1242
1081 List<TaskInventoryItem> scripts = GetInventoryScripts();
1082 1243
1083 foreach (TaskInventoryItem item in scripts) 1244 Items.LockItemsForRead(true);
1245
1246 foreach (TaskInventoryItem item in m_items.Values)
1084 { 1247 {
1085 foreach (IScriptModule engine in engines) 1248 if (item.InvType == (int)InventoryType.LSL)
1086 { 1249 {
1087 if (engine != null) 1250 foreach (IScriptModule engine in engines)
1088 { 1251 {
1089 if (item.OwnerChanged) 1252 if (engine != null)
1090 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1253 {
1091 item.OwnerChanged = false; 1254 if (item.OwnerChanged)
1092 engine.ResumeScript(item.ItemID); 1255 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1256 item.OwnerChanged = false;
1257 engine.ResumeScript(item.ItemID);
1258 }
1093 } 1259 }
1094 } 1260 }
1095 } 1261 }
1262
1263 Items.LockItemsForRead(false);
1096 } 1264 }
1097 } 1265 }
1098} 1266}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cc9355e..6e3afa9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1669,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1669 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1670 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1671
1531 AddNewMovement(agent_control_v3, q); 1672 AddNewMovement(agent_control_v3, q, Nudging);
1532 1673
1533 1674
1534 } 1675 }
1535 } 1676 }
1536 1677
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1678 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1679 Animator.UpdateMovementAnimations();
1539 1680
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1681 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1690,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1690 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1691 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1692 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1693 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1694 proxyObjectGroup.AttachToScene(m_scene);
1555 1695
@@ -1591,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1731 }
1592 m_moveToPositionInProgress = true; 1732 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1733 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1734 }
1595 catch (Exception ex) 1735 catch (Exception ex)
1596 { 1736 {
1597 //Why did I get this error? 1737 //Why did I get this error?
@@ -1613,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1753 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1754 SendFullUpdateToAllClients();
1615 1755
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1756 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1757 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1758 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1759 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1790,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1790
1651 if (m_parentID != 0) 1791 if (m_parentID != 0)
1652 { 1792 {
1653 m_log.Debug("StandupCode Executed"); 1793 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1794 if (part != null)
1656 { 1795 {
1796 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1797 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1798 if (taskIDict != null)
1659 { 1799 {
1660 lock (taskIDict) 1800 foreach (UUID taskID in taskIDict.Keys)
1661 { 1801 {
1662 foreach (UUID taskID in taskIDict.Keys) 1802 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1803 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1804 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1805 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1806 }
1670
1671 } 1807 }
1808 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1809 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1810 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1811 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1812 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1813 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1814 }
1815 // part.GetWorldRotation() is the rotation of the object being sat on
1816 // Rotation is the sittiing Av's rotation
1817
1818 Quaternion partRot;
1819// if (part.LinkNum == 1)
1820// { // Root prim of linkset
1821// partRot = part.ParentGroup.RootPart.RotationOffset;
1822// }
1823// else
1824// { // single or child prim
1825
1826// }
1827 if (part == null) //CW: Part may be gone. llDie() for example.
1828 {
1829 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1830 }
1831 else
1832 {
1833 partRot = part.GetWorldRotation();
1834 }
1835
1836 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1837
1838 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1839 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1840
1841
1680 if (m_physicsActor == null) 1842 if (m_physicsActor == null)
1681 { 1843 {
1682 AddToPhysicalScene(false); 1844 AddToPhysicalScene(false);
1683 } 1845 }
1684 1846 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1847 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1848 {
1687 1849 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1850 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1851 part.IsOccupied = false;
1852 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1853 }
1854 else
1855 {
1856 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1857 AbsolutePosition = m_lastWorldPosition;
1858 }
1859
1860 m_parentPosition = Vector3.Zero;
1861 m_parentID = 0;
1862 m_linkedPrim = UUID.Zero;
1863 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1864 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1865 m_requestedSitTargetID = 0;
1866
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1867 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1868 {
1693 SetHeight(m_avHeight); 1869 SetHeight(m_avHeight);
1694 } 1870 }
1695 } 1871 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1872 Animator.TrySetMovementAnimation("STAND");
1698 } 1873 }
1699 1874
@@ -1724,13 +1899,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1899 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1900 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1901 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1902 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1903 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1904 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1905 {
1735 //switch the target to this prim 1906 //switch the target to this prim
1736 return part; 1907 return part;
@@ -1744,84 +1915,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1915 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1916 {
1746 bool autopilot = true; 1917 bool autopilot = true;
1918 Vector3 autopilotTarget = new Vector3();
1919 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1920 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1921 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1922 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1923 bool forceMouselook = false;
1752 1924
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1925 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1926 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1927 if (part == null) return;
1756 { 1928
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1929 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1930 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1931
1760 // Is a sit target available? 1932 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1933 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1934 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1935
1764 1936 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1937
1766 bool SitTargetisSet = 1938 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1939 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1940 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1941
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1942 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1943 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1944 Quaternion partRot;
1773 )); 1945// if (part.LinkNum == 1)
1774 1946// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1947// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1948// }
1777 part.SetAvatarOnSitTarget(UUID); 1949// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1950// { // single or child prim
1779 sitOrientation = avSitOrientation; 1951 partRot = part.GetWorldRotation();
1780 autopilot = false; 1952// }
1781 } 1953 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1954//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1955 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1956 if (SitTargetisSet) // scipted sit
1785 //{ 1957 {
1786 // offset = pos; 1958 if (!part.IsOccupied)
1787 //autopilot = false; 1959 {
1788 //} 1960//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1961 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1962 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1963
1792 // We can remove the physicsActor until they stand up. 1964 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1965 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1966 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1967 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1968 }
1805 else 1969 sitOrientation = nrot; // Change rotatione to the scripted one
1970 OffsetRotation = nrot;
1971 autopilot = false; // Jump direct to scripted llSitPos()
1972 }
1973 else
1974 {
1975//Console.WriteLine("Scripted, occupied");
1976 return;
1977 }
1978 }
1979 else // Not Scripted
1980 {
1981 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1982 {
1983 // large prim & offset, ignore if other Avs sitting
1984// offset.Z -= 0.05f;
1985 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1986 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1987
1988//Console.WriteLine(" offset ={0}", offset);
1989//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1990//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1991
1992 }
1993 else // small offset
1994 {
1995//Console.WriteLine("Small offset");
1996 if (!part.IsOccupied)
1997 {
1998 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1999 autopilotTarget = part.AbsolutePosition;
2000//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2001 }
2002 else return; // occupied small
2003 } // end large/small
2004 } // end Scripted/not
2005 cameraAtOffset = part.GetCameraAtOffset();
2006 cameraEyeOffset = part.GetCameraEyeOffset();
2007 forceMouselook = part.GetForceMouselook();
2008 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2009 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2010
2011 if (m_physicsActor != null)
2012 {
2013 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2014 // We can remove the physicsActor until they stand up.
2015 m_sitAvatarHeight = m_physicsActor.Size.Z;
2016 if (autopilot)
2017 { // its not a scripted sit
2018// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2019 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2020 {
2021 autopilot = false; // close enough
2022 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 Not using the part's position because returning the AV to the last known standing
2024 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2025 RemoveFromPhysicalScene();
1808 } 2026 Velocity = Vector3.Zero;
2027 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2028 } // else the autopilot will get us close
2029 }
2030 else
2031 { // its a scripted sit
2032 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2033 I *am* using the part's position this time because we have no real idea how far away
2034 the avatar is from the sit target. */
2035 RemoveFromPhysicalScene();
2036 Velocity = Vector3.Zero;
1809 } 2037 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2038 }
1815 2039 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2040
1817 m_requestedSitTargetUUID = targetID; 2041 Vector3 offsetr; // = offset * partIRot;
2042 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2043 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2044 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2045 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2046 //offsetr = offset * partIRot;
2047//
2048 // else
2049 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2050 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2051 // (offset * partRot);
2052 // }
2053
2054//Console.WriteLine(" ");
2055//Console.WriteLine("link number ={0}", part.LinkNum);
2056//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2057//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2058//Console.WriteLine("Click offst ={0}", offset);
2059//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2060//Console.WriteLine("offsetr ={0}", offsetr);
2061//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2062//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2063
2064 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2065 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2066
2067 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2068 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2069 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2070 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2071 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2072 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2073 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2074 m_sitAtAutoTarget = autopilot;
2075 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2076 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2077 HandleAgentSit(remoteClient, UUID);
1827 } 2078 }
@@ -2116,47 +2367,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2367 {
2117 if (part != null) 2368 if (part != null)
2118 { 2369 {
2370//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2371 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2372 {
2373//Console.WriteLine("Scripted Sit");
2374 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2375 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2376 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2377 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2378 m_pos += SIT_TARGET_ADJUSTMENT;
2379 if (!part.IsRoot)
2380 {
2381 m_pos *= part.RotationOffset;
2382 }
2131 m_bodyRot = sitTargetOrient; 2383 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2384 m_parentPosition = part.AbsolutePosition;
2134 2385 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2386 part.ParentGroup.AddAvatar(agentID);
2136 } 2387 }
2137 else 2388 else
2138 { 2389 {
2139 m_pos -= part.AbsolutePosition; 2390 // if m_avUnscriptedSitPos is zero then Av sits above center
2391 // Else Av sits at m_avUnscriptedSitPos
2392
2393 // Non-scripted sit by Kitto Flora 21Nov09
2394 // Calculate angle of line from prim to Av
2395 Quaternion partIRot;
2396// if (part.LinkNum == 1)
2397// { // Root prim of linkset
2398// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2399// }
2400// else
2401// { // single or child prim
2402 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2403// }
2404 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2405 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2406 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2407 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2408 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2409 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2410 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2411 // Av sits at world euler <0,0, z>, translated by part rotation
2412 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2413
2140 m_parentPosition = part.AbsolutePosition; 2414 m_parentPosition = part.AbsolutePosition;
2141 } 2415 part.IsOccupied = true;
2416 part.ParentGroup.AddAvatar(agentID);
2417 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2418 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2419 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2420 m_avUnscriptedSitPos; // adds click offset, if any
2421 //Set up raytrace to find top surface of prim
2422 Vector3 size = part.Scale;
2423 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2424 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2425 Vector3 down = new Vector3(0f, 0f, -1f);
2426//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2427 m_scene.PhysicsScene.RaycastWorld(
2428 start, // Vector3 position,
2429 down, // Vector3 direction,
2430 mag, // float length,
2431 SitAltitudeCallback); // retMethod
2432 } // end scripted/not
2142 } 2433 }
2143 else 2434 else // no Av
2144 { 2435 {
2145 return; 2436 return;
2146 } 2437 }
2147 } 2438 }
2148 m_parentID = m_requestedSitTargetID;
2149 2439
2440 //We want our offsets to reference the root prim, not the child we may have sat on
2441 if (!part.IsRoot)
2442 {
2443 m_parentID = part.ParentGroup.RootPart.LocalId;
2444 m_pos += part.OffsetPosition;
2445 }
2446 else
2447 {
2448 m_parentID = m_requestedSitTargetID;
2449 }
2450
2451 m_linkedPrim = part.UUID;
2452 if (part.GetAvatarOnSitTarget() != UUID)
2453 {
2454 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2455 }
2150 Velocity = Vector3.Zero; 2456 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2457 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2458 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2459 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2460 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2461 }
2462
2463 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2464 {
2465 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2466 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2467 if(hitYN)
2468 {
2469 // m_pos = Av offset from prim center to make look like on center
2470 // m_parentPosition = Actual center pos of prim
2471 // collisionPoint = spot on prim where we want to sit
2472 // collisionPoint.Z = global sit surface height
2473 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2474 Quaternion partIRot;
2475// if (part.LinkNum == 1)
2476/// { // Root prim of linkset
2477// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2478// }
2479// else
2480// { // single or child prim
2481 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2482// }
2483 if (m_initialSitTarget != null)
2484 {
2485 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2486 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2487 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2488 m_pos += offset;
2489 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2490 }
2491
2492 }
2493 } // End SitAltitudeCallback KF.
2160 2494
2161 /// <summary> 2495 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2496 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2520,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2520 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2521 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2522 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2523 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2524 {
2191 if (m_isChildAgent) 2525 if (m_isChildAgent)
2192 { 2526 {
@@ -2227,10 +2561,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2561 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2562 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2563 direc.Normalize();
2564 PhysicsActor actor = m_physicsActor;
2565 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2566
2231 direc *= 0.03f * 128f * m_speedModifier; 2567 direc *= 0.03f * 128f * m_speedModifier;
2232 2568
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2569 if (actor != null)
2235 { 2570 {
2236 if (actor.Flying) 2571 if (actor.Flying)
@@ -2248,22 +2583,30 @@ namespace OpenSim.Region.Framework.Scenes
2248 // m_log.Info("[AGENT]: Stop FLying"); 2583 // m_log.Info("[AGENT]: Stop FLying");
2249 //} 2584 //}
2250 } 2585 }
2586 /* This jumping section removed to SPA
2251 else if (!actor.Flying && actor.IsColliding) 2587 else if (!actor.Flying && actor.IsColliding)
2252 { 2588 {
2253 if (direc.Z > 2.0f) 2589 if (direc.Z > 2.0f)
2254 { 2590 {
2255 direc.Z *= 3.0f; 2591 if(m_animator.m_animTickJump == -1)
2256 2592 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2593 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2594 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2595 else
2596 {
2597 direc.Z *= 0.1f; // prejump
2598 }
2599 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2600 Animator.TrySetMovementAnimation("PREJUMP");
2601 Animator.TrySetMovementAnimation("JUMP");
2602 * /
2260 } 2603 }
2261 } 2604 } */
2262 } 2605 }
2263 2606
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2607 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2608 m_forceToApply = direc;
2266 2609 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2610 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2611 }
2269 2612
@@ -2278,7 +2621,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2621 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2622 //const int TIME_MS_TOLERANCE = 3000;
2280 2623
2281 SendPrimUpdates(); 2624
2282 2625
2283 if (m_isChildAgent == false) 2626 if (m_isChildAgent == false)
2284 { 2627 {
@@ -2308,6 +2651,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2651 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2652 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2653 }
2654
2655 //Sending prim updates AFTER the avatar terse updates are sent
2656 SendPrimUpdates();
2311 } 2657 }
2312 2658
2313 #endregion 2659 #endregion
@@ -3091,6 +3437,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_callbackURI = cAgent.CallbackURI; 3437 m_callbackURI = cAgent.CallbackURI;
3092 3438
3093 m_pos = cAgent.Position; 3439 m_pos = cAgent.Position;
3440
3094 m_velocity = cAgent.Velocity; 3441 m_velocity = cAgent.Velocity;
3095 m_CameraCenter = cAgent.Center; 3442 m_CameraCenter = cAgent.Center;
3096 //m_avHeight = cAgent.Size.Z; 3443 //m_avHeight = cAgent.Size.Z;
@@ -3199,17 +3546,46 @@ namespace OpenSim.Region.Framework.Scenes
3199 /// </summary> 3546 /// </summary>
3200 public override void UpdateMovement() 3547 public override void UpdateMovement()
3201 { 3548 {
3202 if (m_forceToApply.HasValue) 3549 if (Animator!=null) // add for jumping
3203 { 3550 { // add for jumping
3204 Vector3 force = m_forceToApply.Value; 3551 // if (!m_animator.m_jumping) // add for jumping
3552 // { // add for jumping
3205 3553
3206 m_updateflag = true; 3554 if (m_forceToApply.HasValue) // this section realigned
3207// movementvector = force; 3555 {
3208 Velocity = force;
3209 3556
3210 m_forceToApply = null; 3557 Vector3 force = m_forceToApply.Value;
3211 } 3558 m_updateflag = true;
3212 } 3559if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3560 Velocity = force;
3561//Console.WriteLine("UM1 {0}", Velocity);
3562 m_forceToApply = null;
3563 }
3564 else
3565 {
3566 if (m_isNudging)
3567 {
3568 Vector3 force = Vector3.Zero;
3569
3570 m_updateflag = true;
3571if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3572 Velocity = force;
3573//Console.WriteLine("UM2 {0}", Velocity);
3574 m_isNudging = false;
3575 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3576 }
3577 else // add for jumping
3578 { // add for jumping
3579 Vector3 force = Vector3.Zero; // add for jumping
3580if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3581//Console.WriteLine("UM3 {0}", Velocity);
3582 Velocity = force; // add for jumping
3583 }
3584
3585 }
3586 // } // end realign
3587 } // add for jumping
3588 } // add for jumping
3213 3589
3214 /// <summary> 3590 /// <summary>
3215 /// Adds a physical representation of the avatar to the Physics plugin 3591 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3254,18 +3630,29 @@ namespace OpenSim.Region.Framework.Scenes
3254 { 3630 {
3255 if (e == null) 3631 if (e == null)
3256 return; 3632 return;
3257 3633
3258 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3634 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3259 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // as of this comment the interval is set in AddToPhysicalScene 3635 // as of this comment the interval is set in AddToPhysicalScene
3261 if (Animator!=null) 3636 if (Animator!=null)
3262 Animator.UpdateMovementAnimations(); 3637 {
3638 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3639 { // else its will lock out other animation changes, like ground sit.
3640 Animator.UpdateMovementAnimations();
3641 m_updateCount--;
3642 }
3643 }
3263 3644
3264 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3645 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3265 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3646 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3266 3647
3267 CollisionPlane = Vector4.UnitW; 3648 CollisionPlane = Vector4.UnitW;
3268 3649
3650 if (m_lastColCount != coldata.Count)
3651 {
3652 m_updateCount = UPDATE_COUNT;
3653 m_lastColCount = coldata.Count;
3654 }
3655
3269 if (coldata.Count != 0 && Animator != null) 3656 if (coldata.Count != 0 && Animator != null)
3270 { 3657 {
3271 switch (Animator.CurrentMovementAnimation) 3658 switch (Animator.CurrentMovementAnimation)
@@ -3295,6 +3682,148 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3682 }
3296 } 3683 }
3297 3684
3685 List<uint> thisHitColliders = new List<uint>();
3686 List<uint> endedColliders = new List<uint>();
3687 List<uint> startedColliders = new List<uint>();
3688
3689 foreach (uint localid in coldata.Keys)
3690 {
3691 thisHitColliders.Add(localid);
3692 if (!m_lastColliders.Contains(localid))
3693 {
3694 startedColliders.Add(localid);
3695 }
3696 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3697 }
3698
3699 // calculate things that ended colliding
3700 foreach (uint localID in m_lastColliders)
3701 {
3702 if (!thisHitColliders.Contains(localID))
3703 {
3704 endedColliders.Add(localID);
3705 }
3706 }
3707 //add the items that started colliding this time to the last colliders list.
3708 foreach (uint localID in startedColliders)
3709 {
3710 m_lastColliders.Add(localID);
3711 }
3712 // remove things that ended colliding from the last colliders list
3713 foreach (uint localID in endedColliders)
3714 {
3715 m_lastColliders.Remove(localID);
3716 }
3717
3718 // do event notification
3719 if (startedColliders.Count > 0)
3720 {
3721 ColliderArgs StartCollidingMessage = new ColliderArgs();
3722 List<DetectedObject> colliding = new List<DetectedObject>();
3723 foreach (uint localId in startedColliders)
3724 {
3725 if (localId == 0)
3726 continue;
3727
3728 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3729 string data = "";
3730 if (obj != null)
3731 {
3732 DetectedObject detobj = new DetectedObject();
3733 detobj.keyUUID = obj.UUID;
3734 detobj.nameStr = obj.Name;
3735 detobj.ownerUUID = obj.OwnerID;
3736 detobj.posVector = obj.AbsolutePosition;
3737 detobj.rotQuat = obj.GetWorldRotation();
3738 detobj.velVector = obj.Velocity;
3739 detobj.colliderType = 0;
3740 detobj.groupUUID = obj.GroupID;
3741 colliding.Add(detobj);
3742 }
3743 }
3744
3745 if (colliding.Count > 0)
3746 {
3747 StartCollidingMessage.Colliders = colliding;
3748
3749 foreach (SceneObjectGroup att in Attachments)
3750 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3751 }
3752 }
3753
3754 if (endedColliders.Count > 0)
3755 {
3756 ColliderArgs EndCollidingMessage = new ColliderArgs();
3757 List<DetectedObject> colliding = new List<DetectedObject>();
3758 foreach (uint localId in endedColliders)
3759 {
3760 if (localId == 0)
3761 continue;
3762
3763 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3764 string data = "";
3765 if (obj != null)
3766 {
3767 DetectedObject detobj = new DetectedObject();
3768 detobj.keyUUID = obj.UUID;
3769 detobj.nameStr = obj.Name;
3770 detobj.ownerUUID = obj.OwnerID;
3771 detobj.posVector = obj.AbsolutePosition;
3772 detobj.rotQuat = obj.GetWorldRotation();
3773 detobj.velVector = obj.Velocity;
3774 detobj.colliderType = 0;
3775 detobj.groupUUID = obj.GroupID;
3776 colliding.Add(detobj);
3777 }
3778 }
3779
3780 if (colliding.Count > 0)
3781 {
3782 EndCollidingMessage.Colliders = colliding;
3783
3784 foreach (SceneObjectGroup att in Attachments)
3785 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3786 }
3787 }
3788
3789 if (thisHitColliders.Count > 0)
3790 {
3791 ColliderArgs CollidingMessage = new ColliderArgs();
3792 List<DetectedObject> colliding = new List<DetectedObject>();
3793 foreach (uint localId in thisHitColliders)
3794 {
3795 if (localId == 0)
3796 continue;
3797
3798 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3799 string data = "";
3800 if (obj != null)
3801 {
3802 DetectedObject detobj = new DetectedObject();
3803 detobj.keyUUID = obj.UUID;
3804 detobj.nameStr = obj.Name;
3805 detobj.ownerUUID = obj.OwnerID;
3806 detobj.posVector = obj.AbsolutePosition;
3807 detobj.rotQuat = obj.GetWorldRotation();
3808 detobj.velVector = obj.Velocity;
3809 detobj.colliderType = 0;
3810 detobj.groupUUID = obj.GroupID;
3811 colliding.Add(detobj);
3812 }
3813 }
3814
3815 if (colliding.Count > 0)
3816 {
3817 CollidingMessage.Colliders = colliding;
3818
3819 lock (m_attachments)
3820 {
3821 foreach (SceneObjectGroup att in m_attachments)
3822 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3823 }
3824 }
3825 }
3826
3298 if (m_invulnerable) 3827 if (m_invulnerable)
3299 return; 3828 return;
3300 3829
@@ -3490,7 +4019,10 @@ namespace OpenSim.Region.Framework.Scenes
3490 m_scene = scene; 4019 m_scene = scene;
3491 4020
3492 RegisterToEvents(); 4021 RegisterToEvents();
3493 4022 if (m_controllingClient != null)
4023 {
4024 m_controllingClient.ProcessPendingPackets();
4025 }
3494 /* 4026 /*
3495 AbsolutePosition = client.StartPos; 4027 AbsolutePosition = client.StartPos;
3496 4028
@@ -3720,6 +4252,39 @@ namespace OpenSim.Region.Framework.Scenes
3720 return; 4252 return;
3721 } 4253 }
3722 4254
4255 XmlDocument doc = new XmlDocument();
4256 string stateData = String.Empty;
4257
4258 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4259 if (attServ != null)
4260 {
4261 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4262 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4263 if (stateData != String.Empty)
4264 {
4265 try
4266 {
4267 doc.LoadXml(stateData);
4268 }
4269 catch { }
4270 }
4271 }
4272
4273 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4274
4275 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4276 if (nodes.Count > 0)
4277 {
4278 foreach (XmlNode n in nodes)
4279 {
4280 XmlElement elem = (XmlElement)n;
4281 string itemID = elem.GetAttribute("ItemID");
4282 string xml = elem.InnerXml;
4283
4284 itemData[new UUID(itemID)] = xml;
4285 }
4286 }
4287
3723 List<int> attPoints = m_appearance.GetAttachedPoints(); 4288 List<int> attPoints = m_appearance.GetAttachedPoints();
3724 foreach (int p in attPoints) 4289 foreach (int p in attPoints)
3725 { 4290 {
@@ -3739,9 +4304,26 @@ namespace OpenSim.Region.Framework.Scenes
3739 4304
3740 try 4305 try
3741 { 4306 {
3742 // Rez from inventory 4307 string xmlData;
3743 UUID asset 4308 XmlDocument d = new XmlDocument();
3744 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4309 UUID asset;
4310 if (itemData.TryGetValue(itemID, out xmlData))
4311 {
4312 d.LoadXml(xmlData);
4313 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4314
4315 // Rez from inventory
4316 asset
4317 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4318
4319 }
4320 else
4321 {
4322 // Rez from inventory (with a null doc to let
4323 // CHANGED_OWNER happen)
4324 asset
4325 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4326 }
3745 4327
3746 m_log.InfoFormat( 4328 m_log.InfoFormat(
3747 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4329 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3778,5 +4360,16 @@ namespace OpenSim.Region.Framework.Scenes
3778 m_reprioritization_called = false; 4360 m_reprioritization_called = false;
3779 } 4361 }
3780 } 4362 }
4363
4364 private Vector3 Quat2Euler(Quaternion rot){
4365 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4366 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4367 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4368 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4369 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4370 return(new Vector3(x,y,z));
4371 }
4372
4373
3781 } 4374 }
3782} 4375}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249