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-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs685
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs288
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1076
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs936
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs377
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
20 files changed, 4984 insertions, 1357 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 6ff2a6f..605ee32 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(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -867,6 +871,26 @@ namespace OpenSim.Region.Framework.Scenes
867 } 871 }
868 } 872 }
869 } 873 }
874 public void TriggerTerrainUpdate()
875 {
876 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
877 if (handlerTerrainUpdate != null)
878 {
879 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
880 {
881 try
882 {
883 d();
884 }
885 catch (Exception e)
886 {
887 m_log.ErrorFormat(
888 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
889 e.Message, e.StackTrace);
890 }
891 }
892 }
893 }
870 894
871 public void TriggerTerrainTick() 895 public void TriggerTerrainTick()
872 { 896 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6ae4adc..d1739de 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 268
287 // Tell anyone managing scripts that a script has been reloaded/changed 269 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -349,6 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
349 331
350 if (UUID.Zero == transactionID) 332 if (UUID.Zero == transactionID)
351 { 333 {
334 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
352 item.Name = itemUpd.Name; 335 item.Name = itemUpd.Name;
353 item.Description = itemUpd.Description; 336 item.Description = itemUpd.Description;
354 337
@@ -736,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
736 return; 719 return;
737 } 720 }
738 721
722 if (newName == null) newName = item.Name;
723
739 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 724 AssetBase asset = AssetService.Get(item.AssetID.ToString());
740 725
741 if (asset != null) 726 if (asset != null)
@@ -792,6 +777,24 @@ namespace OpenSim.Region.Framework.Scenes
792 } 777 }
793 778
794 /// <summary> 779 /// <summary>
780 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
781 /// </summary>
782 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
783 {
784 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
785 foreach (InventoryItemBase b in items)
786 {
787 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
788 InventoryItemBase n = InventoryService.GetItem(b);
789 n.Folder = destfolder;
790 moveitems.Add(n);
791 remoteClient.SendInventoryItemCreateUpdate(n, 0);
792 }
793
794 MoveInventoryItem(remoteClient, moveitems);
795 }
796
797 /// <summary>
795 /// Move an item within the agent's inventory. 798 /// Move an item within the agent's inventory.
796 /// </summary> 799 /// </summary>
797 /// <param name="remoteClient"></param> 800 /// <param name="remoteClient"></param>
@@ -1134,6 +1137,10 @@ namespace OpenSim.Region.Framework.Scenes
1134 { 1137 {
1135 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1138 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1136 1139
1140 // Can't move a null item
1141 if (itemId == UUID.Zero)
1142 return;
1143
1137 if (null == part) 1144 if (null == part)
1138 { 1145 {
1139 m_log.WarnFormat( 1146 m_log.WarnFormat(
@@ -1243,6 +1250,10 @@ namespace OpenSim.Region.Framework.Scenes
1243 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1250 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1244 return; 1251 return;
1245 1252
1253 bool overrideNoMod = false;
1254 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1255 overrideNoMod = true;
1256
1246 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1257 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1247 { 1258 {
1248 // object cannot copy items to an object owned by a different owner 1259 // object cannot copy items to an object owned by a different owner
@@ -1252,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes
1252 } 1263 }
1253 1264
1254 // must have both move and modify permission to put an item in an object 1265 // must have both move and modify permission to put an item in an object
1255 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1266 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1256 { 1267 {
1257 return; 1268 return;
1258 } 1269 }
@@ -1311,6 +1322,14 @@ namespace OpenSim.Region.Framework.Scenes
1311 1322
1312 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1323 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1313 { 1324 {
1325 SceneObjectPart destPart = GetSceneObjectPart(destID);
1326 if (destPart != null) // Move into a prim
1327 {
1328 foreach(UUID itemID in items)
1329 MoveTaskInventoryItem(destID, host, itemID);
1330 return destID; // Prim folder ID == prim ID
1331 }
1332
1314 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1315 1334
1316 UUID newFolderID = UUID.Random(); 1335 UUID newFolderID = UUID.Random();
@@ -1496,12 +1515,12 @@ namespace OpenSim.Region.Framework.Scenes
1496 agentTransactions.HandleTaskItemUpdateFromTransaction( 1515 agentTransactions.HandleTaskItemUpdateFromTransaction(
1497 remoteClient, part, transactionID, currentItem); 1516 remoteClient, part, transactionID, currentItem);
1498 1517
1499 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1518// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1500 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1519// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1501 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1520// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1502 remoteClient.SendAgentAlertMessage("Script saved", false); 1521// remoteClient.SendAgentAlertMessage("Script saved", false);
1503 else 1522// else
1504 remoteClient.SendAgentAlertMessage("Item saved", false); 1523// remoteClient.SendAgentAlertMessage("Item saved", false);
1505 } 1524 }
1506 } 1525 }
1507 1526
@@ -1685,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1685 } 1704 }
1686 1705
1687 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1706 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1688 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1707 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1689 agentID); 1708 agentID);
1690 AssetService.Store(asset); 1709 AssetService.Store(asset);
1691 1710
@@ -1841,23 +1860,32 @@ namespace OpenSim.Region.Framework.Scenes
1841 // build a list of eligible objects 1860 // build a list of eligible objects
1842 List<uint> deleteIDs = new List<uint>(); 1861 List<uint> deleteIDs = new List<uint>();
1843 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1862 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1844 1863 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1845 // Start with true for both, then remove the flags if objects
1846 // that we can't derez are part of the selection
1847 bool permissionToTake = true;
1848 bool permissionToTakeCopy = true;
1849 bool permissionToDelete = true;
1850 1864
1851 foreach (uint localID in localIDs) 1865 foreach (uint localID in localIDs)
1852 { 1866 {
1867 // Start with true for both, then remove the flags if objects
1868 // that we can't derez are part of the selection
1869 bool permissionToTake = true;
1870 bool permissionToTakeCopy = true;
1871 bool permissionToDelete = true;
1872
1853 // Invalid id 1873 // Invalid id
1854 SceneObjectPart part = GetSceneObjectPart(localID); 1874 SceneObjectPart part = GetSceneObjectPart(localID);
1855 if (part == null) 1875 if (part == null)
1876 {
1877 //Client still thinks the object exists, kill it
1878 deleteIDs.Add(localID);
1856 continue; 1879 continue;
1880 }
1857 1881
1858 // Already deleted by someone else 1882 // Already deleted by someone else
1859 if (part.ParentGroup.IsDeleted) 1883 if (part.ParentGroup.IsDeleted)
1884 {
1885 //Client still thinks the object exists, kill it
1886 deleteIDs.Add(localID);
1860 continue; 1887 continue;
1888 }
1861 1889
1862 // Can't delete child prims 1890 // Can't delete child prims
1863 if (part != part.ParentGroup.RootPart) 1891 if (part != part.ParentGroup.RootPart)
@@ -1865,9 +1893,6 @@ namespace OpenSim.Region.Framework.Scenes
1865 1893
1866 SceneObjectGroup grp = part.ParentGroup; 1894 SceneObjectGroup grp = part.ParentGroup;
1867 1895
1868 deleteIDs.Add(localID);
1869 deleteGroups.Add(grp);
1870
1871 if (remoteClient == null) 1896 if (remoteClient == null)
1872 { 1897 {
1873 // Autoreturn has a null client. Nothing else does. So 1898 // Autoreturn has a null client. Nothing else does. So
@@ -1884,83 +1909,195 @@ namespace OpenSim.Region.Framework.Scenes
1884 } 1909 }
1885 else 1910 else
1886 { 1911 {
1887 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1912 if (action == DeRezAction.TakeCopy)
1913 {
1914 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1915 permissionToTakeCopy = false;
1916 }
1917 else
1918 {
1888 permissionToTakeCopy = false; 1919 permissionToTakeCopy = false;
1889 1920 }
1890 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1921 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1891 permissionToTake = false; 1922 permissionToTake = false;
1892 1923
1893 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1924 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1894 permissionToDelete = false; 1925 permissionToDelete = false;
1895 } 1926 }
1896 }
1897 1927
1898 // Handle god perms 1928 // Handle god perms
1899 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1929 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1900 { 1930 {
1901 permissionToTake = true; 1931 permissionToTake = true;
1902 permissionToTakeCopy = true; 1932 permissionToTakeCopy = true;
1903 permissionToDelete = true; 1933 permissionToDelete = true;
1904 } 1934 }
1905 1935
1906 // If we're re-saving, we don't even want to delete 1936 // If we're re-saving, we don't even want to delete
1907 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1937 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1908 permissionToDelete = false; 1938 permissionToDelete = false;
1909 1939
1910 // if we want to take a copy, we also don't want to delete 1940 // if we want to take a copy, we also don't want to delete
1911 // Note: after this point, the permissionToTakeCopy flag 1941 // Note: after this point, the permissionToTakeCopy flag
1912 // becomes irrelevant. It already includes the permissionToTake 1942 // becomes irrelevant. It already includes the permissionToTake
1913 // permission and after excluding no copy items here, we can 1943 // permission and after excluding no copy items here, we can
1914 // just use that. 1944 // just use that.
1915 if (action == DeRezAction.TakeCopy) 1945 if (action == DeRezAction.TakeCopy)
1916 { 1946 {
1917 // If we don't have permission, stop right here 1947 // If we don't have permission, stop right here
1918 if (!permissionToTakeCopy) 1948 if (!permissionToTakeCopy)
1919 return; 1949 return;
1920 1950
1921 permissionToTake = true; 1951 permissionToTake = true;
1922 // Don't delete 1952 // Don't delete
1923 permissionToDelete = false; 1953 permissionToDelete = false;
1924 } 1954 }
1925 1955
1926 if (action == DeRezAction.Return) 1956 if (action == DeRezAction.Return)
1927 {
1928 if (remoteClient != null)
1929 { 1957 {
1930 if (Permissions.CanReturnObjects( 1958 if (remoteClient != null)
1931 null,
1932 remoteClient.AgentId,
1933 deleteGroups))
1934 { 1959 {
1935 permissionToTake = true; 1960 if (Permissions.CanReturnObjects(
1936 permissionToDelete = true; 1961 null,
1937 1962 remoteClient.AgentId,
1938 foreach (SceneObjectGroup g in deleteGroups) 1963 deleteGroups))
1939 { 1964 {
1940 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1965 permissionToTake = true;
1966 permissionToDelete = true;
1967
1968 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1941 } 1969 }
1942 } 1970 }
1971 else // Auto return passes through here with null agent
1972 {
1973 permissionToTake = true;
1974 permissionToDelete = true;
1975 }
1943 } 1976 }
1944 else // Auto return passes through here with null agent 1977
1978 if (permissionToTake && (!permissionToDelete))
1979 takeGroups.Add(grp);
1980
1981 if (permissionToDelete)
1945 { 1982 {
1946 permissionToTake = true; 1983 if (permissionToTake)
1947 permissionToDelete = true; 1984 deleteGroups.Add(grp);
1985 deleteIDs.Add(grp.LocalId);
1948 } 1986 }
1949 } 1987 }
1950 1988
1951 if (permissionToTake) 1989 SendKillObject(deleteIDs);
1990
1991 if (deleteGroups.Count > 0)
1952 { 1992 {
1993 foreach (SceneObjectGroup g in deleteGroups)
1994 deleteIDs.Remove(g.LocalId);
1995
1953 m_asyncSceneObjectDeleter.DeleteToInventory( 1996 m_asyncSceneObjectDeleter.DeleteToInventory(
1954 action, destinationID, deleteGroups, remoteClient, 1997 action, destinationID, deleteGroups, remoteClient,
1955 permissionToDelete); 1998 true);
1999 }
2000 if (takeGroups.Count > 0)
2001 {
2002 m_asyncSceneObjectDeleter.DeleteToInventory(
2003 action, destinationID, takeGroups, remoteClient,
2004 false);
1956 } 2005 }
1957 else if (permissionToDelete) 2006 if (deleteIDs.Count > 0)
1958 { 2007 {
1959 foreach (SceneObjectGroup g in deleteGroups) 2008 foreach (SceneObjectGroup g in deleteGroups)
1960 DeleteSceneObject(g, false); 2009 DeleteSceneObject(g, true);
1961 } 2010 }
1962 } 2011 }
1963 2012
2013 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2014 {
2015 itemID = UUID.Zero;
2016 if (grp != null)
2017 {
2018 Vector3 inventoryStoredPosition = new Vector3
2019 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2020 ? 250
2021 : grp.AbsolutePosition.X)
2022 ,
2023 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2024 ? 250
2025 : grp.AbsolutePosition.X,
2026 grp.AbsolutePosition.Z);
2027
2028 Vector3 originalPosition = grp.AbsolutePosition;
2029
2030 grp.AbsolutePosition = inventoryStoredPosition;
2031
2032 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2033
2034 grp.AbsolutePosition = originalPosition;
2035
2036 AssetBase asset = CreateAsset(
2037 grp.GetPartName(grp.LocalId),
2038 grp.GetPartDescription(grp.LocalId),
2039 (sbyte)AssetType.Object,
2040 Utils.StringToBytes(sceneObjectXml),
2041 remoteClient.AgentId);
2042 AssetService.Store(asset);
2043
2044 InventoryItemBase item = new InventoryItemBase();
2045 item.CreatorId = grp.RootPart.CreatorID.ToString();
2046 item.CreatorData = grp.RootPart.CreatorData;
2047 item.Owner = remoteClient.AgentId;
2048 item.ID = UUID.Random();
2049 item.AssetID = asset.FullID;
2050 item.Description = asset.Description;
2051 item.Name = asset.Name;
2052 item.AssetType = asset.Type;
2053 item.InvType = (int)InventoryType.Object;
2054
2055 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2056 if (folder != null)
2057 item.Folder = folder.ID;
2058 else // oopsies
2059 item.Folder = UUID.Zero;
2060
2061 // Set up base perms properly
2062 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2063 permsBase &= grp.RootPart.BaseMask;
2064 permsBase |= (uint)PermissionMask.Move;
2065
2066 // Make sure we don't lock it
2067 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2068
2069 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2070 {
2071 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2072 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2073 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2074 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2075 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2076 }
2077 else
2078 {
2079 item.BasePermissions = permsBase;
2080 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2081 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2082 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2083 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2084 }
2085 item.CreationDate = Util.UnixTimeSinceEpoch();
2086
2087 // sets itemID so client can show item as 'attached' in inventory
2088 grp.SetFromItemID(item.ID);
2089
2090 if (AddInventoryItem(item))
2091 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2092 else
2093 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2094
2095 itemID = item.ID;
2096 return item.AssetID;
2097 }
2098 return UUID.Zero;
2099 }
2100
1964 /// <summary> 2101 /// <summary>
1965 /// Event Handler Rez an object into a scene 2102 /// Event Handler Rez an object into a scene
1966 /// Calls the non-void event handler 2103 /// Calls the non-void event handler
@@ -2087,6 +2224,9 @@ namespace OpenSim.Region.Framework.Scenes
2087 2224
2088 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2225 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2089 { 2226 {
2227 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2228 return;
2229
2090 SceneObjectPart part = GetSceneObjectPart(objectID); 2230 SceneObjectPart part = GetSceneObjectPart(objectID);
2091 if (part == null) 2231 if (part == null)
2092 return; 2232 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..b006045 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
138 { 138 {
139 SceneObjectGroup sog = part.ParentGroup; 139 SceneObjectGroup sog = part.ParentGroup;
140 sog.SendPropertiesToClient(remoteClient); 140 sog.SendPropertiesToClient(remoteClient);
141 sog.IsSelected = true;
142 141
143 // A prim is only tainted if it's allowed to be edited by the person clicking it. 142 // A prim is only tainted if it's allowed to be edited by the person clicking it.
144 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 143 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
145 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 144 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
146 { 145 {
146 sog.IsSelected = true;
147 EventManager.TriggerParcelPrimCountTainted(); 147 EventManager.TriggerParcelPrimCountTainted();
148 } 148 }
149 } 149 }
@@ -215,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
215 // handled by group, but by prim. Legacy cruft. 215 // handled by group, but by prim. Legacy cruft.
216 // TODO: Make selection flagging per prim! 216 // TODO: Make selection flagging per prim!
217 // 217 //
218 part.ParentGroup.IsSelected = false; 218 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
219 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
220 part.ParentGroup.IsSelected = false;
219 221
220 if (part.ParentGroup.IsAttachment) 222 if (part.ParentGroup.IsAttachment)
221 isAttachment = true; 223 isAttachment = true;
@@ -346,7 +348,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 348 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 349
348 if (accounts == null) 350 if (accounts == null)
351 {
352 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 353 return;
354 }
350 355
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 356 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 357 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3a066d4..de1517b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,12 +218,15 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
222 228 private int m_hbRestarts = 0;
229
223 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 230 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
224 private bool m_reprioritizationEnabled = true; 231 private bool m_reprioritizationEnabled = true;
225 private double m_reprioritizationInterval = 5000.0; 232 private double m_reprioritizationInterval = 5000.0;
@@ -263,6 +270,19 @@ namespace OpenSim.Region.Framework.Scenes
263 get { return m_sceneGridService; } 270 get { return m_sceneGridService; }
264 } 271 }
265 272
273 public ISnmpModule SnmpService
274 {
275 get
276 {
277 if (m_snmpService == null)
278 {
279 m_snmpService = RequestModuleInterface<ISnmpModule>();
280 }
281
282 return m_snmpService;
283 }
284 }
285
266 public ISimulationDataService SimulationDataService 286 public ISimulationDataService SimulationDataService
267 { 287 {
268 get 288 get
@@ -544,6 +564,9 @@ namespace OpenSim.Region.Framework.Scenes
544 m_EstateDataService = estateDataService; 564 m_EstateDataService = estateDataService;
545 m_regionHandle = m_regInfo.RegionHandle; 565 m_regionHandle = m_regInfo.RegionHandle;
546 m_regionName = m_regInfo.RegionName; 566 m_regionName = m_regInfo.RegionName;
567 m_lastUpdate = Util.EnvironmentTickCount();
568 m_lastIncoming = 0;
569 m_lastOutgoing = 0;
547 570
548 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 571 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
549 m_asyncSceneObjectDeleter.Enabled = true; 572 m_asyncSceneObjectDeleter.Enabled = true;
@@ -628,96 +651,106 @@ namespace OpenSim.Region.Framework.Scenes
628 651
629 // Region config overrides global config 652 // Region config overrides global config
630 // 653 //
631 if (m_config.Configs["Startup"] != null) 654 try
632 { 655 {
633 IConfig startupConfig = m_config.Configs["Startup"]; 656 if (m_config.Configs["Startup"] != null)
657 {
658 IConfig startupConfig = m_config.Configs["Startup"];
634 659
635 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance); 660 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
636 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup); 661 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
637 if (!m_useBackup) 662 if (!m_useBackup)
638 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 663 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
639 664
640 //Animation states 665 //Animation states
641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 666 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
642 667
643 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); 668 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
644 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 669 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
645 670
646 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); 671 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
647 if (RegionInfo.NonphysPrimMax > 0) 672 if (RegionInfo.NonphysPrimMax > 0)
648 { 673 {
649 m_maxNonphys = RegionInfo.NonphysPrimMax; 674 m_maxNonphys = RegionInfo.NonphysPrimMax;
650 } 675 }
651 676
652 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 677 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
653 678
654 if (RegionInfo.PhysPrimMax > 0) 679 if (RegionInfo.PhysPrimMax > 0)
655 { 680 {
656 m_maxPhys = RegionInfo.PhysPrimMax; 681 m_maxPhys = RegionInfo.PhysPrimMax;
657 } 682 }
658 683
659 // Here, if clamping is requested in either global or 684 // Here, if clamping is requested in either global or
660 // local config, it will be used 685 // local config, it will be used
661 // 686 //
662 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 687 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
663 if (RegionInfo.ClampPrimSize) 688 if (RegionInfo.ClampPrimSize)
664 { 689 {
665 m_clampPrimSize = true; 690 m_clampPrimSize = true;
666 } 691 }
667 692
668 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 693 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
669 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 694 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
670 m_dontPersistBefore = 695 m_dontPersistBefore =
671 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 696 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
672 m_dontPersistBefore *= 10000000; 697 m_dontPersistBefore *= 10000000;
673 m_persistAfter = 698 m_persistAfter =
674 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); 699 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
675 m_persistAfter *= 10000000; 700 m_persistAfter *= 10000000;
676 701
677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 702 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
703 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
678 704
679 IConfig packetConfig = m_config.Configs["PacketPool"]; 705 IConfig packetConfig = m_config.Configs["PacketPool"];
680 if (packetConfig != null) 706 if (packetConfig != null)
681 { 707 {
682 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 708 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
683 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); 709 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
684 } 710 }
685 711
686 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 712 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
713 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
714 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
687 715
688 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
689 if (m_generateMaptiles) 717 if (m_generateMaptiles)
690 {
691 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
692 if (maptileRefresh != 0)
693 { 718 {
694 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 719 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
695 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 720 if (maptileRefresh != 0)
696 m_mapGenerationTimer.AutoReset = true; 721 {
697 m_mapGenerationTimer.Start(); 722 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
723 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
724 m_mapGenerationTimer.AutoReset = true;
725 m_mapGenerationTimer.Start();
726 }
698 } 727 }
699 } 728 else
700 else
701 {
702 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
703 UUID tileID;
704
705 if (UUID.TryParse(tile, out tileID))
706 { 729 {
707 RegionInfo.RegionSettings.TerrainImageID = tileID; 730 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
731 UUID tileID;
732
733 if (UUID.TryParse(tile, out tileID))
734 {
735 RegionInfo.RegionSettings.TerrainImageID = tileID;
736 }
708 } 737 }
709 }
710 738
711 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 739 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
712 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 740 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
713 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 741 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
714 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 742 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
715 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 743 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
716 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 744 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
717 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 745 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
718 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 746 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
719 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 747 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
720 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 748 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
749 }
750 }
751 catch (Exception e)
752 {
753 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
721 } 754 }
722 755
723 #endregion Region Config 756 #endregion Region Config
@@ -1126,7 +1159,22 @@ namespace OpenSim.Region.Framework.Scenes
1126 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1159 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1127 if (HeartbeatThread != null) 1160 if (HeartbeatThread != null)
1128 { 1161 {
1162 m_hbRestarts++;
1163 if(m_hbRestarts > 10)
1164 Environment.Exit(1);
1165 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1166
1167//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1168//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1169//proc.EnableRaisingEvents=false;
1170//proc.StartInfo.FileName = "/bin/kill";
1171//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1172//proc.Start();
1173//proc.WaitForExit();
1174//Thread.Sleep(1000);
1175//Environment.Exit(1);
1129 HeartbeatThread.Abort(); 1176 HeartbeatThread.Abort();
1177 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1130 HeartbeatThread = null; 1178 HeartbeatThread = null;
1131 } 1179 }
1132 m_lastUpdate = Util.EnvironmentTickCount(); 1180 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1180,9 +1228,6 @@ namespace OpenSim.Region.Framework.Scenes
1180 1228
1181 while (!shuttingdown) 1229 while (!shuttingdown)
1182 Update(); 1230 Update();
1183
1184 m_lastUpdate = Util.EnvironmentTickCount();
1185 m_firstHeartbeat = false;
1186 } 1231 }
1187 catch (ThreadAbortException) 1232 catch (ThreadAbortException)
1188 { 1233 {
@@ -1280,6 +1325,13 @@ namespace OpenSim.Region.Framework.Scenes
1280 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1325 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1281 } 1326 }
1282 1327
1328 // if (Frame % m_update_land == 0)
1329 // {
1330 // int ldMS = Util.EnvironmentTickCount();
1331 // UpdateLand();
1332 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1333 // }
1334
1283 if (Frame % m_update_backup == 0) 1335 if (Frame % m_update_backup == 0)
1284 { 1336 {
1285 int backMS = Util.EnvironmentTickCount(); 1337 int backMS = Util.EnvironmentTickCount();
@@ -1373,12 +1425,16 @@ namespace OpenSim.Region.Framework.Scenes
1373 maintc = Util.EnvironmentTickCountSubtract(maintc); 1425 maintc = Util.EnvironmentTickCountSubtract(maintc);
1374 maintc = (int)(MinFrameTime * 1000) - maintc; 1426 maintc = (int)(MinFrameTime * 1000) - maintc;
1375 1427
1428
1429 m_lastUpdate = Util.EnvironmentTickCount();
1430 m_firstHeartbeat = false;
1431
1376 if (maintc > 0) 1432 if (maintc > 0)
1377 Thread.Sleep(maintc); 1433 Thread.Sleep(maintc);
1378 1434
1379 // Tell the watchdog that this thread is still alive 1435 // Tell the watchdog that this thread is still alive
1380 Watchdog.UpdateThread(); 1436 Watchdog.UpdateThread();
1381 } 1437 }
1382 1438
1383 public void AddGroupTarget(SceneObjectGroup grp) 1439 public void AddGroupTarget(SceneObjectGroup grp)
1384 { 1440 {
@@ -1394,9 +1450,9 @@ namespace OpenSim.Region.Framework.Scenes
1394 1450
1395 private void CheckAtTargets() 1451 private void CheckAtTargets()
1396 { 1452 {
1397 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1453 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1398 lock (m_groupsWithTargets) 1454 lock (m_groupsWithTargets)
1399 objs = m_groupsWithTargets.Values; 1455 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1400 1456
1401 foreach (SceneObjectGroup entry in objs) 1457 foreach (SceneObjectGroup entry in objs)
1402 entry.checkAtTargets(); 1458 entry.checkAtTargets();
@@ -1477,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
1477 msg.fromAgentName = "Server"; 1533 msg.fromAgentName = "Server";
1478 msg.dialog = (byte)19; // Object msg 1534 msg.dialog = (byte)19; // Object msg
1479 msg.fromGroup = false; 1535 msg.fromGroup = false;
1480 msg.offline = (byte)0; 1536 msg.offline = (byte)1;
1481 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1537 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1482 msg.Position = Vector3.Zero; 1538 msg.Position = Vector3.Zero;
1483 msg.RegionID = RegionInfo.RegionID.Guid; 1539 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1708,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1708 /// <returns></returns> 1764 /// <returns></returns>
1709 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1765 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1710 { 1766 {
1767
1768 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1769 Vector3 wpos = Vector3.Zero;
1770 // Check for water surface intersection from above
1771 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1772 {
1773 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1774 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1775 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1776 wpos.Z = wheight;
1777 }
1778
1711 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1712 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1713 { 1781 {
1714 pos = RayEnd; 1782 pos = RayEnd;
1715 return pos;
1716 } 1783 }
1717 1784 else if (RayTargetID != UUID.Zero)
1718 if (RayTargetID != UUID.Zero)
1719 { 1785 {
1720 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1721 1787
@@ -1737,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1737 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1738 1804
1739 // Un-comment out the following line to Get Raytrace results printed to the console. 1805 // Un-comment out the following line to Get Raytrace results printed to the console.
1740 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1806 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1741 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1742 1808
1743 // If we hit something 1809 // If we hit something
@@ -1760,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1760 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1761 1827
1762 } 1828 }
1763
1764 return pos;
1765 } 1829 }
1766 else 1830 else
1767 { 1831 {
1768 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1832 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1769
1770 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1771 1834
1772 // Un-comment the following line to print the raytrace results to the console. 1835 // Un-comment the following line to print the raytrace results to the console.
@@ -1775,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1775 if (ei.HitTF) 1838 if (ei.HitTF)
1776 { 1839 {
1777 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1840 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1778 } else 1841 }
1842 else
1779 { 1843 {
1780 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1781 pos = RayEnd; 1845 pos = RayEnd;
1782 } 1846 }
1783
1784 return pos;
1785 } 1847 }
1786 } 1848 }
1787 else 1849 else
@@ -1792,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1792 //increase height so its above the ground. 1854 //increase height so its above the ground.
1793 //should be getting the normal of the ground at the rez point and using that? 1855 //should be getting the normal of the ground at the rez point and using that?
1794 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1795 return pos; 1857// return pos;
1796 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1797 } 1863 }
1798 1864
1799 1865
@@ -1877,7 +1943,10 @@ namespace OpenSim.Region.Framework.Scenes
1877 public bool AddRestoredSceneObject( 1943 public bool AddRestoredSceneObject(
1878 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1944 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1879 { 1945 {
1880 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1946 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1947 if (result)
1948 sceneObject.IsDeleted = false;
1949 return result;
1881 } 1950 }
1882 1951
1883 /// <summary> 1952 /// <summary>
@@ -1969,6 +2038,15 @@ namespace OpenSim.Region.Framework.Scenes
1969 /// </summary> 2038 /// </summary>
1970 public void DeleteAllSceneObjects() 2039 public void DeleteAllSceneObjects()
1971 { 2040 {
2041 DeleteAllSceneObjects(false);
2042 }
2043
2044 /// <summary>
2045 /// Delete every object from the scene. This does not include attachments worn by avatars.
2046 /// </summary>
2047 public void DeleteAllSceneObjects(bool exceptNoCopy)
2048 {
2049 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1972 lock (Entities) 2050 lock (Entities)
1973 { 2051 {
1974 EntityBase[] entities = Entities.GetEntities(); 2052 EntityBase[] entities = Entities.GetEntities();
@@ -1977,11 +2055,24 @@ namespace OpenSim.Region.Framework.Scenes
1977 if (e is SceneObjectGroup) 2055 if (e is SceneObjectGroup)
1978 { 2056 {
1979 SceneObjectGroup sog = (SceneObjectGroup)e; 2057 SceneObjectGroup sog = (SceneObjectGroup)e;
1980 if (!sog.IsAttachment) 2058 if (sog != null && !sog.IsAttachment)
1981 DeleteSceneObject((SceneObjectGroup)e, false); 2059 {
2060 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2061 {
2062 DeleteSceneObject((SceneObjectGroup)e, false);
2063 }
2064 else
2065 {
2066 toReturn.Add((SceneObjectGroup)e);
2067 }
2068 }
1982 } 2069 }
1983 } 2070 }
1984 } 2071 }
2072 if (toReturn.Count > 0)
2073 {
2074 returnObjects(toReturn.ToArray(), UUID.Zero);
2075 }
1985 } 2076 }
1986 2077
1987 /// <summary> 2078 /// <summary>
@@ -2022,6 +2113,8 @@ namespace OpenSim.Region.Framework.Scenes
2022 } 2113 }
2023 2114
2024 group.DeleteGroupFromScene(silent); 2115 group.DeleteGroupFromScene(silent);
2116 if (!silent)
2117 SendKillObject(new List<uint>() { group.LocalId });
2025 2118
2026// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2119// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2027 } 2120 }
@@ -2311,6 +2404,8 @@ namespace OpenSim.Region.Framework.Scenes
2311 2404
2312 if (newPosition != Vector3.Zero) 2405 if (newPosition != Vector3.Zero)
2313 newObject.RootPart.GroupPosition = newPosition; 2406 newObject.RootPart.GroupPosition = newPosition;
2407 if (newObject.RootPart.KeyframeMotion != null)
2408 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2314 2409
2315 if (!AddSceneObject(newObject)) 2410 if (!AddSceneObject(newObject))
2316 { 2411 {
@@ -2379,10 +2474,17 @@ namespace OpenSim.Region.Framework.Scenes
2379 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2474 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2380 public bool AddSceneObject(SceneObjectGroup sceneObject) 2475 public bool AddSceneObject(SceneObjectGroup sceneObject)
2381 { 2476 {
2477 if (sceneObject.OwnerID == UUID.Zero)
2478 {
2479 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2480 return false;
2481 }
2482
2382 // If the user is banned, we won't let any of their objects 2483 // If the user is banned, we won't let any of their objects
2383 // enter. Period. 2484 // enter. Period.
2384 // 2485 //
2385 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2486 int flags = GetUserFlags(sceneObject.OwnerID);
2487 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2386 { 2488 {
2387 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2489 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2388 2490
@@ -2428,12 +2530,23 @@ namespace OpenSim.Region.Framework.Scenes
2428 } 2530 }
2429 else 2531 else
2430 { 2532 {
2533 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2431 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2534 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2432 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2535 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2433 } 2536 }
2537 if (sceneObject.OwnerID == UUID.Zero)
2538 {
2539 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2540 return false;
2541 }
2434 } 2542 }
2435 else 2543 else
2436 { 2544 {
2545 if (sceneObject.OwnerID == UUID.Zero)
2546 {
2547 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2548 return false;
2549 }
2437 AddRestoredSceneObject(sceneObject, true, false); 2550 AddRestoredSceneObject(sceneObject, true, false);
2438 2551
2439 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2552 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2462,6 +2575,24 @@ namespace OpenSim.Region.Framework.Scenes
2462 return 2; // StateSource.PrimCrossing 2575 return 2; // StateSource.PrimCrossing
2463 } 2576 }
2464 2577
2578 public int GetUserFlags(UUID user)
2579 {
2580 //Unfortunately the SP approach means that the value is cached until region is restarted
2581 /*
2582 ScenePresence sp;
2583 if (TryGetScenePresence(user, out sp))
2584 {
2585 return sp.UserFlags;
2586 }
2587 else
2588 {
2589 */
2590 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2591 if (uac == null)
2592 return 0;
2593 return uac.UserFlags;
2594 //}
2595 }
2465 #endregion 2596 #endregion
2466 2597
2467 #region Add/Remove Avatar Methods 2598 #region Add/Remove Avatar Methods
@@ -2476,6 +2607,7 @@ namespace OpenSim.Region.Framework.Scenes
2476 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2607 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2477 2608
2478 CheckHeartbeat(); 2609 CheckHeartbeat();
2610 ScenePresence presence;
2479 2611
2480 ScenePresence sp = GetScenePresence(client.AgentId); 2612 ScenePresence sp = GetScenePresence(client.AgentId);
2481 2613
@@ -2524,7 +2656,13 @@ namespace OpenSim.Region.Framework.Scenes
2524 2656
2525 EventManager.TriggerOnNewClient(client); 2657 EventManager.TriggerOnNewClient(client);
2526 if (vialogin) 2658 if (vialogin)
2659 {
2527 EventManager.TriggerOnClientLogin(client); 2660 EventManager.TriggerOnClientLogin(client);
2661 // Send initial parcel data
2662 Vector3 pos = sp.AbsolutePosition;
2663 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2664 land.SendLandUpdateToClient(client);
2665 }
2528 2666
2529 return sp; 2667 return sp;
2530 } 2668 }
@@ -2614,19 +2752,12 @@ namespace OpenSim.Region.Framework.Scenes
2614 // and the scene presence and the client, if they exist 2752 // and the scene presence and the client, if they exist
2615 try 2753 try
2616 { 2754 {
2617 // We need to wait for the client to make UDP contact first. 2755 ScenePresence sp = GetScenePresence(agentID);
2618 // It's the UDP contact that creates the scene presence 2756 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2619 ScenePresence sp = WaitGetScenePresence(agentID); 2757
2620 if (sp != null) 2758 if (sp != null)
2621 {
2622 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2623
2624 sp.ControllingClient.Close(); 2759 sp.ControllingClient.Close();
2625 } 2760
2626 else
2627 {
2628 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2629 }
2630 // BANG! SLASH! 2761 // BANG! SLASH!
2631 m_authenticateHandler.RemoveCircuit(agentID); 2762 m_authenticateHandler.RemoveCircuit(agentID);
2632 2763
@@ -2671,6 +2802,8 @@ namespace OpenSim.Region.Framework.Scenes
2671 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2802 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2672 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2803 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2673 2804
2805 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2806
2674 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2807 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2675 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2808 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2676 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2809 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2727,6 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
2727 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2860 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2728 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2861 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2729 client.OnCopyInventoryItem += CopyInventoryItem; 2862 client.OnCopyInventoryItem += CopyInventoryItem;
2863 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2730 client.OnMoveInventoryItem += MoveInventoryItem; 2864 client.OnMoveInventoryItem += MoveInventoryItem;
2731 client.OnRemoveInventoryItem += RemoveInventoryItem; 2865 client.OnRemoveInventoryItem += RemoveInventoryItem;
2732 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2866 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2799,6 +2933,8 @@ namespace OpenSim.Region.Framework.Scenes
2799 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 2933 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2800 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 2934 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2801 2935
2936 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
2937
2802 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 2938 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2803 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 2939 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2804 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 2940 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -2902,15 +3038,16 @@ namespace OpenSim.Region.Framework.Scenes
2902 /// </summary> 3038 /// </summary>
2903 /// <param name="agentId">The avatar's Unique ID</param> 3039 /// <param name="agentId">The avatar's Unique ID</param>
2904 /// <param name="client">The IClientAPI for the client</param> 3040 /// <param name="client">The IClientAPI for the client</param>
2905 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3041 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2906 { 3042 {
2907 if (m_teleportModule != null) 3043 if (m_teleportModule != null)
2908 m_teleportModule.TeleportHome(agentId, client); 3044 return m_teleportModule.TeleportHome(agentId, client);
2909 else 3045 else
2910 { 3046 {
2911 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3047 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2912 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3048 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2913 } 3049 }
3050 return false;
2914 } 3051 }
2915 3052
2916 /// <summary> 3053 /// <summary>
@@ -3020,6 +3157,16 @@ namespace OpenSim.Region.Framework.Scenes
3020 /// <param name="flags"></param> 3157 /// <param name="flags"></param>
3021 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3158 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3022 { 3159 {
3160 //Add half the avatar's height so that the user doesn't fall through prims
3161 ScenePresence presence;
3162 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3163 {
3164 if (presence.Appearance != null)
3165 {
3166 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3167 }
3168 }
3169
3023 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3170 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3024 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3171 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3025 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3172 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3088,8 +3235,9 @@ namespace OpenSim.Region.Framework.Scenes
3088 regions.Remove(RegionInfo.RegionHandle); 3235 regions.Remove(RegionInfo.RegionHandle);
3089 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3236 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3090 } 3237 }
3091 3238 m_log.Debug("[Scene] Beginning ClientClosed");
3092 m_eventManager.TriggerClientClosed(agentID, this); 3239 m_eventManager.TriggerClientClosed(agentID, this);
3240 m_log.Debug("[Scene] Finished ClientClosed");
3093 } 3241 }
3094 catch (NullReferenceException) 3242 catch (NullReferenceException)
3095 { 3243 {
@@ -3151,9 +3299,10 @@ namespace OpenSim.Region.Framework.Scenes
3151 { 3299 {
3152 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3300 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3153 } 3301 }
3154 3302 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3155 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3303 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3156// CleanDroppedAttachments(); 3304// CleanDroppedAttachments();
3305 m_log.Debug("[Scene] The avatar has left the building");
3157 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3306 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3158 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3307 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3159 } 3308 }
@@ -3275,13 +3424,16 @@ namespace OpenSim.Region.Framework.Scenes
3275 sp = null; 3424 sp = null;
3276 } 3425 }
3277 3426
3278 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3279 3427
3280 //On login test land permisions 3428 //On login test land permisions
3281 if (vialogin) 3429 if (vialogin)
3282 { 3430 {
3283 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3431 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3432 if (cache != null)
3433 cache.Remove(agent.firstname + " " + agent.lastname);
3434 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3284 { 3435 {
3436 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3285 return false; 3437 return false;
3286 } 3438 }
3287 } 3439 }
@@ -3305,8 +3457,13 @@ namespace OpenSim.Region.Framework.Scenes
3305 3457
3306 try 3458 try
3307 { 3459 {
3308 if (!AuthorizeUser(agent, out reason)) 3460 // Always check estate if this is a login. Always
3309 return false; 3461 // check if banned regions are to be blacked out.
3462 if (vialogin || (!m_seeIntoBannedRegion))
3463 {
3464 if (!AuthorizeUser(agent, out reason))
3465 return false;
3466 }
3310 } 3467 }
3311 catch (Exception e) 3468 catch (Exception e)
3312 { 3469 {
@@ -3432,6 +3589,8 @@ namespace OpenSim.Region.Framework.Scenes
3432 } 3589 }
3433 3590
3434 // Honor parcel landing type and position. 3591 // Honor parcel landing type and position.
3592 /*
3593 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3435 if (land != null) 3594 if (land != null)
3436 { 3595 {
3437 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3596 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3439,26 +3598,34 @@ namespace OpenSim.Region.Framework.Scenes
3439 agent.startpos = land.LandData.UserLocation; 3598 agent.startpos = land.LandData.UserLocation;
3440 } 3599 }
3441 } 3600 }
3601 */// This is now handled properly in ScenePresence.MakeRootAgent
3442 } 3602 }
3443 3603
3444 return true; 3604 return true;
3445 } 3605 }
3446 3606
3447 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3607 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3448 { 3608 {
3449 3609 reason = String.Empty;
3450 bool banned = land.IsBannedFromLand(agent.AgentID); 3610 if (Permissions.IsGod(agentID))
3451 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3611 return true;
3612
3613 ILandObject land = LandChannel.GetLandObject(posX, posY);
3614 if (land == null)
3615 return false;
3616
3617 bool banned = land.IsBannedFromLand(agentID);
3618 bool restricted = land.IsRestrictedFromLand(agentID);
3452 3619
3453 if (banned || restricted) 3620 if (banned || restricted)
3454 { 3621 {
3455 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3622 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3456 if (nearestParcel != null) 3623 if (nearestParcel != null)
3457 { 3624 {
3458 //Move agent to nearest allowed 3625 //Move agent to nearest allowed
3459 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3626 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3460 agent.startpos.X = newPosition.X; 3627 posX = newPosition.X;
3461 agent.startpos.Y = newPosition.Y; 3628 posY = newPosition.Y;
3462 } 3629 }
3463 else 3630 else
3464 { 3631 {
@@ -3520,7 +3687,7 @@ namespace OpenSim.Region.Framework.Scenes
3520 3687
3521 if (!m_strictAccessControl) return true; 3688 if (!m_strictAccessControl) return true;
3522 if (Permissions.IsGod(agent.AgentID)) return true; 3689 if (Permissions.IsGod(agent.AgentID)) return true;
3523 3690
3524 if (AuthorizationService != null) 3691 if (AuthorizationService != null)
3525 { 3692 {
3526 if (!AuthorizationService.IsAuthorizedForRegion( 3693 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3528,14 +3695,14 @@ namespace OpenSim.Region.Framework.Scenes
3528 { 3695 {
3529 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3696 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3530 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3697 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3531 3698
3532 return false; 3699 return false;
3533 } 3700 }
3534 } 3701 }
3535 3702
3536 if (m_regInfo.EstateSettings != null) 3703 if (m_regInfo.EstateSettings != null)
3537 { 3704 {
3538 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3705 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3539 { 3706 {
3540 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3707 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3541 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3708 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3727,6 +3894,13 @@ namespace OpenSim.Region.Framework.Scenes
3727 3894
3728 // We have to wait until the viewer contacts this region after receiving EAC. 3895 // We have to wait until the viewer contacts this region after receiving EAC.
3729 // That calls AddNewClient, which finally creates the ScenePresence 3896 // That calls AddNewClient, which finally creates the ScenePresence
3897 int flags = GetUserFlags(cAgentData.AgentID);
3898 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3899 {
3900 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3901 return false;
3902 }
3903
3730 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3904 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3731 if (nearestParcel == null) 3905 if (nearestParcel == null)
3732 { 3906 {
@@ -3808,12 +3982,22 @@ namespace OpenSim.Region.Framework.Scenes
3808 return false; 3982 return false;
3809 } 3983 }
3810 3984
3985 public bool IncomingCloseAgent(UUID agentID)
3986 {
3987 return IncomingCloseAgent(agentID, false);
3988 }
3989
3990 public bool IncomingCloseChildAgent(UUID agentID)
3991 {
3992 return IncomingCloseAgent(agentID, true);
3993 }
3994
3811 /// <summary> 3995 /// <summary>
3812 /// Tell a single agent to disconnect from the region. 3996 /// Tell a single agent to disconnect from the region.
3813 /// </summary> 3997 /// </summary>
3814 /// <param name="regionHandle"></param>
3815 /// <param name="agentID"></param> 3998 /// <param name="agentID"></param>
3816 public bool IncomingCloseAgent(UUID agentID) 3999 /// <param name="childOnly"></param>
4000 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3817 { 4001 {
3818 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4002 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3819 4003
@@ -3825,7 +4009,7 @@ namespace OpenSim.Region.Framework.Scenes
3825 { 4009 {
3826 m_sceneGraph.removeUserCount(false); 4010 m_sceneGraph.removeUserCount(false);
3827 } 4011 }
3828 else 4012 else if (!childOnly)
3829 { 4013 {
3830 m_sceneGraph.removeUserCount(true); 4014 m_sceneGraph.removeUserCount(true);
3831 } 4015 }
@@ -3841,9 +4025,12 @@ namespace OpenSim.Region.Framework.Scenes
3841 } 4025 }
3842 else 4026 else
3843 presence.ControllingClient.SendShutdownConnectionNotice(); 4027 presence.ControllingClient.SendShutdownConnectionNotice();
4028 presence.ControllingClient.Close(false);
4029 }
4030 else if (!childOnly)
4031 {
4032 presence.ControllingClient.Close(true);
3844 } 4033 }
3845
3846 presence.ControllingClient.Close();
3847 return true; 4034 return true;
3848 } 4035 }
3849 4036
@@ -4425,34 +4612,78 @@ namespace OpenSim.Region.Framework.Scenes
4425 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4612 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4426 } 4613 }
4427 4614
4428 public int GetHealth() 4615 public int GetHealth(out int flags, out string message)
4429 { 4616 {
4430 // Returns: 4617 // Returns:
4431 // 1 = sim is up and accepting http requests. The heartbeat has 4618 // 1 = sim is up and accepting http requests. The heartbeat has
4432 // stopped and the sim is probably locked up, but a remote 4619 // stopped and the sim is probably locked up, but a remote
4433 // admin restart may succeed 4620 // admin restart may succeed
4434 // 4621 //
4435 // 2 = Sim is up and the heartbeat is running. The sim is likely 4622 // 2 = Sim is up and the heartbeat is running. The sim is likely
4436 // usable for people within and logins _may_ work 4623 // usable for people within
4624 //
4625 // 3 = Sim is up and one packet thread is running. Sim is
4626 // unstable and will not accept new logins
4627 //
4628 // 4 = Sim is up and both packet threads are running. Sim is
4629 // likely usable
4437 // 4630 //
4438 // 3 = We have seen a new user enter within the past 4 minutes 4631 // 5 = We have seen a new user enter within the past 4 minutes
4439 // which can be seen as positive confirmation of sim health 4632 // which can be seen as positive confirmation of sim health
4440 // 4633 //
4634
4635 flags = 0;
4636 message = String.Empty;
4637
4638 CheckHeartbeat();
4639
4640 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4641 {
4642 // We're still starting
4643 // 0 means "in startup", it can't happen another way, since
4644 // to get here, we must be able to accept http connections
4645 return 0;
4646 }
4647
4441 int health=1; // Start at 1, means we're up 4648 int health=1; // Start at 1, means we're up
4442 4649
4443 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4650 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4651 {
4444 health+=1; 4652 health+=1;
4653 flags |= 1;
4654 }
4655
4656 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4657 {
4658 health+=1;
4659 flags |= 2;
4660 }
4661
4662 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4663 {
4664 health+=1;
4665 flags |= 4;
4666 }
4445 else 4667 else
4668 {
4669int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4670System.Diagnostics.Process proc = new System.Diagnostics.Process();
4671proc.EnableRaisingEvents=false;
4672proc.StartInfo.FileName = "/bin/kill";
4673proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4674proc.Start();
4675proc.WaitForExit();
4676Thread.Sleep(1000);
4677Environment.Exit(1);
4678 }
4679
4680 if (flags != 7)
4446 return health; 4681 return health;
4447 4682
4448 // A login in the last 4 mins? We can't be doing too badly 4683 // A login in the last 4 mins? We can't be doing too badly
4449 // 4684 //
4450 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4685 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4451 health++; 4686 health++;
4452 else
4453 return health;
4454
4455 CheckHeartbeat();
4456 4687
4457 return health; 4688 return health;
4458 } 4689 }
@@ -4541,7 +4772,7 @@ namespace OpenSim.Region.Framework.Scenes
4541 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4772 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4542 if (wasUsingPhysics) 4773 if (wasUsingPhysics)
4543 { 4774 {
4544 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4775 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4545 } 4776 }
4546 } 4777 }
4547 4778
@@ -4645,7 +4876,7 @@ namespace OpenSim.Region.Framework.Scenes
4645 if (m_firstHeartbeat) 4876 if (m_firstHeartbeat)
4646 return; 4877 return;
4647 4878
4648 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4879 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4649 StartTimer(); 4880 StartTimer();
4650 } 4881 }
4651 4882
@@ -4659,9 +4890,14 @@ namespace OpenSim.Region.Framework.Scenes
4659 get { return m_allowScriptCrossings; } 4890 get { return m_allowScriptCrossings; }
4660 } 4891 }
4661 4892
4662 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4893 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4663 { 4894 {
4664 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4895 return GetNearestAllowedPosition(avatar, null);
4896 }
4897
4898 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4899 {
4900 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4665 4901
4666 if (nearestParcel != null) 4902 if (nearestParcel != null)
4667 { 4903 {
@@ -4670,10 +4906,7 @@ namespace OpenSim.Region.Framework.Scenes
4670 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4906 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4671 if (nearestPoint != null) 4907 if (nearestPoint != null)
4672 { 4908 {
4673// m_log.DebugFormat( 4909 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4674// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4675// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4676
4677 return nearestPoint.Value; 4910 return nearestPoint.Value;
4678 } 4911 }
4679 4912
@@ -4683,17 +4916,20 @@ namespace OpenSim.Region.Framework.Scenes
4683 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4916 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4684 if (nearestPoint != null) 4917 if (nearestPoint != null)
4685 { 4918 {
4686// m_log.DebugFormat( 4919 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4687// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4688
4689 return nearestPoint.Value; 4920 return nearestPoint.Value;
4690 } 4921 }
4691 4922
4692 //Ultimate backup if we have no idea where they are 4923 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4693// m_log.DebugFormat( 4924 if (dest != excludeParcel)
4694// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 4925 {
4926 // Ultimate backup if we have no idea where they are and
4927 // the last allowed position was in another parcel
4928 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
4929 return avatar.lastKnownAllowedPosition;
4930 }
4695 4931
4696 return avatar.lastKnownAllowedPosition; 4932 // else fall through to region edge
4697 } 4933 }
4698 4934
4699 //Go to the edge, this happens in teleporting to a region with no available parcels 4935 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4727,13 +4963,18 @@ namespace OpenSim.Region.Framework.Scenes
4727 4963
4728 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4964 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4729 { 4965 {
4966 return GetNearestAllowedParcel(avatarId, x, y, null);
4967 }
4968
4969 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4970 {
4730 List<ILandObject> all = AllParcels(); 4971 List<ILandObject> all = AllParcels();
4731 float minParcelDistance = float.MaxValue; 4972 float minParcelDistance = float.MaxValue;
4732 ILandObject nearestParcel = null; 4973 ILandObject nearestParcel = null;
4733 4974
4734 foreach (var parcel in all) 4975 foreach (var parcel in all)
4735 { 4976 {
4736 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4977 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4737 { 4978 {
4738 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4979 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4739 if (parcelDistance < minParcelDistance) 4980 if (parcelDistance < minParcelDistance)
@@ -4975,7 +5216,55 @@ namespace OpenSim.Region.Framework.Scenes
4975 mapModule.GenerateMaptile(); 5216 mapModule.GenerateMaptile();
4976 } 5217 }
4977 5218
4978 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5219// public void CleanDroppedAttachments()
5220// {
5221// List<SceneObjectGroup> objectsToDelete =
5222// new List<SceneObjectGroup>();
5223//
5224// lock (m_cleaningAttachments)
5225// {
5226// ForEachSOG(delegate (SceneObjectGroup grp)
5227// {
5228// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5229// {
5230// UUID agentID = grp.OwnerID;
5231// if (agentID == UUID.Zero)
5232// {
5233// objectsToDelete.Add(grp);
5234// return;
5235// }
5236//
5237// ScenePresence sp = GetScenePresence(agentID);
5238// if (sp == null)
5239// {
5240// objectsToDelete.Add(grp);
5241// return;
5242// }
5243// }
5244// });
5245// }
5246//
5247// foreach (SceneObjectGroup grp in objectsToDelete)
5248// {
5249// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5250// DeleteSceneObject(grp, true);
5251// }
5252// }
5253
5254 public void ThreadAlive(int threadCode)
5255 {
5256 switch(threadCode)
5257 {
5258 case 1: // Incoming
5259 m_lastIncoming = Util.EnvironmentTickCount();
5260 break;
5261 case 2: // Incoming
5262 m_lastOutgoing = Util.EnvironmentTickCount();
5263 break;
5264 }
5265 }
5266
5267 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
4979 { 5268 {
4980 RegenerateMaptile(); 5269 RegenerateMaptile();
4981 5270
@@ -4994,6 +5283,14 @@ namespace OpenSim.Region.Framework.Scenes
4994 // child agent creation, thereby emulating the SL behavior. 5283 // child agent creation, thereby emulating the SL behavior.
4995 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5284 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
4996 { 5285 {
5286 reason = "You are banned from the region";
5287
5288 if (Permissions.IsGod(agentID))
5289 {
5290 reason = String.Empty;
5291 return true;
5292 }
5293
4997 int num = m_sceneGraph.GetNumberOfScenePresences(); 5294 int num = m_sceneGraph.GetNumberOfScenePresences();
4998 5295
4999 if (num >= RegionInfo.RegionSettings.AgentLimit) 5296 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5005,6 +5302,41 @@ namespace OpenSim.Region.Framework.Scenes
5005 } 5302 }
5006 } 5303 }
5007 5304
5305 ScenePresence presence = GetScenePresence(agentID);
5306 IClientAPI client = null;
5307 AgentCircuitData aCircuit = null;
5308
5309 if (presence != null)
5310 {
5311 client = presence.ControllingClient;
5312 if (client != null)
5313 aCircuit = client.RequestClientInfo();
5314 }
5315
5316 // We may be called before there is a presence or a client.
5317 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5318 if (client == null)
5319 {
5320 aCircuit = new AgentCircuitData();
5321 aCircuit.AgentID = agentID;
5322 aCircuit.firstname = String.Empty;
5323 aCircuit.lastname = String.Empty;
5324 }
5325
5326 try
5327 {
5328 if (!AuthorizeUser(aCircuit, out reason))
5329 {
5330 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5331 return false;
5332 }
5333 }
5334 catch (Exception e)
5335 {
5336 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5337 return false;
5338 }
5339
5008 if (position == Vector3.Zero) // Teleport 5340 if (position == Vector3.Zero) // Teleport
5009 { 5341 {
5010 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5342 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5033,13 +5365,46 @@ namespace OpenSim.Region.Framework.Scenes
5033 } 5365 }
5034 } 5366 }
5035 } 5367 }
5368
5369 float posX = 128.0f;
5370 float posY = 128.0f;
5371
5372 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5373 {
5374 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5375 return false;
5376 }
5377 }
5378 else // Walking
5379 {
5380 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5381 if (land == null)
5382 return false;
5383
5384 bool banned = land.IsBannedFromLand(agentID);
5385 bool restricted = land.IsRestrictedFromLand(agentID);
5386
5387 if (banned || restricted)
5388 return false;
5036 } 5389 }
5037 5390
5038 reason = String.Empty; 5391 reason = String.Empty;
5039 return true; 5392 return true;
5040 } 5393 }
5041 5394
5042 /// <summary> 5395 public void StartTimerWatchdog()
5396 {
5397 m_timerWatchdog.Interval = 1000;
5398 m_timerWatchdog.Elapsed += TimerWatchdog;
5399 m_timerWatchdog.AutoReset = true;
5400 m_timerWatchdog.Start();
5401 }
5402
5403 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5404 {
5405 CheckHeartbeat();
5406 }
5407
5043 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5408 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5044 /// autopilot that moves an avatar to a sit target!. 5409 /// autopilot that moves an avatar to a sit target!.
5045 /// </summary> 5410 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 495cede..1e80f73 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 4d98f00..b806d91 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -180,10 +180,13 @@ namespace OpenSim.Region.Framework.Scenes
180 } 180 }
181 } 181 }
182 182
183 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
184
183 /// <summary> 185 /// <summary>
184 /// Closes a child agent on a given region 186 /// This Closes child agents on neighboring regions
187 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
185 /// </summary> 188 /// </summary>
186 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 189 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
187 { 190 {
188 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 191 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
189 192
@@ -192,31 +195,29 @@ namespace OpenSim.Region.Framework.Scenes
192 Utils.LongToUInts(regionHandle, out x, out y); 195 Utils.LongToUInts(regionHandle, out x, out y);
193 196
194 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 197 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
198 m_scene.SimulationService.CloseChildAgent(destination, agentID);
199 }
195 200
196 m_log.DebugFormat( 201 private void SendCloseChildAgentCompleted(IAsyncResult iar)
197 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 202 {
198 agentID, destination.RegionCoordX, destination.RegionCoordY); 203 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
199 204 icon.EndInvoke(iar);
200 m_scene.SimulationService.CloseAgent(destination, agentID);
201 } 205 }
202 206
203 /// <summary>
204 /// Closes a child agents in a collection of regions. Does so asynchronously
205 /// so that the caller doesn't wait.
206 /// </summary>
207 /// <param name="agentID"></param>
208 /// <param name="regionslst"></param>
209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 207 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
210 { 208 {
211 foreach (ulong handle in regionslst) 209 foreach (ulong handle in regionslst)
212 { 210 {
213 SendCloseChildAgent(agentID, handle); 211 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
212 d.BeginInvoke(agentID, handle,
213 SendCloseChildAgentCompleted,
214 d);
214 } 215 }
215 } 216 }
216 217
217 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
218 { 219 {
219 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
220 } 221 }
221 } 222 }
222} \ No newline at end of file 223}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index bc3400a..7b77ea0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -247,6 +262,33 @@ namespace OpenSim.Region.Framework.Scenes
247 protected internal bool AddRestoredSceneObject( 262 protected internal bool AddRestoredSceneObject(
248 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
249 { 264 {
265 if (!m_parentScene.CombineRegions)
266 {
267 // KF: Check for out-of-region, move inside and make static.
268 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
269 sceneObject.RootPart.GroupPosition.Y,
270 sceneObject.RootPart.GroupPosition.Z);
271 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 ||
272 npos.X > Constants.RegionSize ||
273 npos.Y > Constants.RegionSize))
274 {
275 if (npos.X < 0.0) npos.X = 1.0f;
276 if (npos.Y < 0.0) npos.Y = 1.0f;
277 if (npos.Z < 0.0) npos.Z = 0.0f;
278 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
279 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
280
281 foreach (SceneObjectPart part in sceneObject.Parts)
282 {
283 part.GroupPosition = npos;
284 }
285 sceneObject.RootPart.Velocity = Vector3.Zero;
286 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
287 sceneObject.RootPart.Acceleration = Vector3.Zero;
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 }
290 }
291
250 if (attachToBackup && (!alreadyPersisted)) 292 if (attachToBackup && (!alreadyPersisted))
251 { 293 {
252 sceneObject.ForceInventoryPersistence(); 294 sceneObject.ForceInventoryPersistence();
@@ -336,6 +378,11 @@ namespace OpenSim.Region.Framework.Scenes
336 /// </returns> 378 /// </returns>
337 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 379 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
338 { 380 {
381 if (sceneObject == null)
382 {
383 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
384 return false;
385 }
339 if (sceneObject.UUID == UUID.Zero) 386 if (sceneObject.UUID == UUID.Zero)
340 { 387 {
341 m_log.ErrorFormat( 388 m_log.ErrorFormat(
@@ -470,6 +517,30 @@ namespace OpenSim.Region.Framework.Scenes
470 m_updateList[obj.UUID] = obj; 517 m_updateList[obj.UUID] = obj;
471 } 518 }
472 519
520 public void FireAttachToBackup(SceneObjectGroup obj)
521 {
522 if (OnAttachToBackup != null)
523 {
524 OnAttachToBackup(obj);
525 }
526 }
527
528 public void FireDetachFromBackup(SceneObjectGroup obj)
529 {
530 if (OnDetachFromBackup != null)
531 {
532 OnDetachFromBackup(obj);
533 }
534 }
535
536 public void FireChangeBackup(SceneObjectGroup obj)
537 {
538 if (OnChangeBackup != null)
539 {
540 OnChangeBackup(obj);
541 }
542 }
543
473 /// <summary> 544 /// <summary>
474 /// Process all pending updates 545 /// Process all pending updates
475 /// </summary> 546 /// </summary>
@@ -587,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
587 658
588 Entities[presence.UUID] = presence; 659 Entities[presence.UUID] = presence;
589 660
590 lock (m_presenceLock) 661 m_scenePresencesLock.EnterWriteLock();
662 try
591 { 663 {
592 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 664 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
593 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 665 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -611,6 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
611 m_scenePresenceMap = newmap; 683 m_scenePresenceMap = newmap;
612 m_scenePresenceArray = newlist; 684 m_scenePresenceArray = newlist;
613 } 685 }
686 finally
687 {
688 m_scenePresencesLock.ExitWriteLock();
689 }
614 } 690 }
615 691
616 /// <summary> 692 /// <summary>
@@ -625,7 +701,8 @@ namespace OpenSim.Region.Framework.Scenes
625 agentID); 701 agentID);
626 } 702 }
627 703
628 lock (m_presenceLock) 704 m_scenePresencesLock.EnterWriteLock();
705 try
629 { 706 {
630 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 707 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
631 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 708 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +724,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 724 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
648 } 725 }
649 } 726 }
727 finally
728 {
729 m_scenePresencesLock.ExitWriteLock();
730 }
650 } 731 }
651 732
652 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 733 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1208,6 +1289,25 @@ namespace OpenSim.Region.Framework.Scenes
1208 1289
1209 #region Client Event handlers 1290 #region Client Event handlers
1210 1291
1292 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1293 {
1294 SceneObjectPart part = GetSceneObjectPart(localID);
1295 ObjectChangeData data = (ObjectChangeData)odata;
1296
1297 if (part != null)
1298 {
1299 SceneObjectGroup grp = part.ParentGroup;
1300 if (grp != null)
1301 {
1302 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1303 {
1304 part.StoreUndoState(data.change); // lets test only saving what we changed
1305 grp.doChangeObject(part, (ObjectChangeData)data);
1306 }
1307 }
1308 }
1309 }
1310
1211 /// <summary> 1311 /// <summary>
1212 /// Update the scale of an individual prim. 1312 /// Update the scale of an individual prim.
1213 /// </summary> 1313 /// </summary>
@@ -1222,7 +1322,17 @@ namespace OpenSim.Region.Framework.Scenes
1222 { 1322 {
1223 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1323 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1224 { 1324 {
1325 bool physbuild = false;
1326 if (part.ParentGroup.RootPart.PhysActor != null)
1327 {
1328 part.ParentGroup.RootPart.PhysActor.Building = true;
1329 physbuild = true;
1330 }
1331
1225 part.Resize(scale); 1332 part.Resize(scale);
1333
1334 if (physbuild)
1335 part.ParentGroup.RootPart.PhysActor.Building = false;
1226 } 1336 }
1227 } 1337 }
1228 } 1338 }
@@ -1234,7 +1344,17 @@ namespace OpenSim.Region.Framework.Scenes
1234 { 1344 {
1235 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1345 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1236 { 1346 {
1347 bool physbuild = false;
1348 if (group.RootPart.PhysActor != null)
1349 {
1350 group.RootPart.PhysActor.Building = true;
1351 physbuild = true;
1352 }
1353
1237 group.GroupResize(scale); 1354 group.GroupResize(scale);
1355
1356 if (physbuild)
1357 group.RootPart.PhysActor.Building = false;
1238 } 1358 }
1239 } 1359 }
1240 } 1360 }
@@ -1362,8 +1482,13 @@ namespace OpenSim.Region.Framework.Scenes
1362 { 1482 {
1363 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1483 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1364 { 1484 {
1365 if (m_parentScene.AttachmentsModule != null) 1485 // Set the new attachment point data in the object
1366 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1486 byte attachmentPoint = group.GetAttachmentPoint();
1487 group.UpdateGroupPosition(pos);
1488 group.IsAttachment = false;
1489 group.AbsolutePosition = group.RootPart.AttachedPos;
1490 group.AttachmentPoint = attachmentPoint;
1491 group.HasGroupChanged = true;
1367 } 1492 }
1368 else 1493 else
1369 { 1494 {
@@ -1411,7 +1536,7 @@ namespace OpenSim.Region.Framework.Scenes
1411 /// <param name="SetPhantom"></param> 1536 /// <param name="SetPhantom"></param>
1412 /// <param name="remoteClient"></param> 1537 /// <param name="remoteClient"></param>
1413 protected internal void UpdatePrimFlags( 1538 protected internal void UpdatePrimFlags(
1414 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1539 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1415 { 1540 {
1416 SceneObjectGroup group = GetGroupByPrim(localID); 1541 SceneObjectGroup group = GetGroupByPrim(localID);
1417 if (group != null) 1542 if (group != null)
@@ -1419,7 +1544,14 @@ namespace OpenSim.Region.Framework.Scenes
1419 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1544 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1420 { 1545 {
1421 // VolumeDetect can't be set via UI and will always be off when a change is made there 1546 // VolumeDetect can't be set via UI and will always be off when a change is made there
1422 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1547 if (PhysData.PhysShapeType == PhysShapeType.invalid)
1548 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
1549 else
1550 {
1551 SceneObjectPart part = GetSceneObjectPart(localID);
1552 if (part != null)
1553 part.UpdateExtraPhysics(PhysData);
1554 }
1423 } 1555 }
1424 } 1556 }
1425 } 1557 }
@@ -1627,6 +1759,12 @@ namespace OpenSim.Region.Framework.Scenes
1627 /// <param name="childPrims"></param> 1759 /// <param name="childPrims"></param>
1628 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1760 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1629 { 1761 {
1762 if (root.KeyframeMotion != null)
1763 {
1764 root.KeyframeMotion.Stop();
1765 root.KeyframeMotion = null;
1766 }
1767
1630 SceneObjectGroup parentGroup = root.ParentGroup; 1768 SceneObjectGroup parentGroup = root.ParentGroup;
1631 if (parentGroup == null) return; 1769 if (parentGroup == null) return;
1632 1770
@@ -1635,8 +1773,11 @@ namespace OpenSim.Region.Framework.Scenes
1635 return; 1773 return;
1636 1774
1637 Monitor.Enter(m_updateLock); 1775 Monitor.Enter(m_updateLock);
1776
1638 try 1777 try
1639 { 1778 {
1779 parentGroup.areUpdatesSuspended = true;
1780
1640 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1781 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1641 1782
1642 // We do this in reverse to get the link order of the prims correct 1783 // We do this in reverse to get the link order of the prims correct
@@ -1651,9 +1792,13 @@ namespace OpenSim.Region.Framework.Scenes
1651 // Make sure no child prim is set for sale 1792 // Make sure no child prim is set for sale
1652 // So that, on delink, no prims are unwittingly 1793 // So that, on delink, no prims are unwittingly
1653 // left for sale and sold off 1794 // left for sale and sold off
1654 child.RootPart.ObjectSaleType = 0; 1795
1655 child.RootPart.SalePrice = 10; 1796 if (child != null)
1656 childGroups.Add(child); 1797 {
1798 child.RootPart.ObjectSaleType = 0;
1799 child.RootPart.SalePrice = 10;
1800 childGroups.Add(child);
1801 }
1657 } 1802 }
1658 1803
1659 foreach (SceneObjectGroup child in childGroups) 1804 foreach (SceneObjectGroup child in childGroups)
@@ -1680,6 +1825,16 @@ namespace OpenSim.Region.Framework.Scenes
1680 } 1825 }
1681 finally 1826 finally
1682 { 1827 {
1828 lock (SceneObjectGroupsByLocalPartID)
1829 {
1830 foreach (SceneObjectPart part in parentGroup.Parts)
1831 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1832 }
1833
1834 parentGroup.areUpdatesSuspended = false;
1835 parentGroup.HasGroupChanged = true;
1836 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1837 parentGroup.ScheduleGroupForFullUpdate();
1683 Monitor.Exit(m_updateLock); 1838 Monitor.Exit(m_updateLock);
1684 } 1839 }
1685 } 1840 }
@@ -1702,6 +1857,11 @@ namespace OpenSim.Region.Framework.Scenes
1702 { 1857 {
1703 if (part != null) 1858 if (part != null)
1704 { 1859 {
1860 if (part.KeyframeMotion != null)
1861 {
1862 part.KeyframeMotion.Stop();
1863 part.KeyframeMotion = null;
1864 }
1705 if (part.ParentGroup.PrimCount != 1) // Skip single 1865 if (part.ParentGroup.PrimCount != 1) // Skip single
1706 { 1866 {
1707 if (part.LinkNum < 2) // Root 1867 if (part.LinkNum < 2) // Root
@@ -1716,21 +1876,24 @@ namespace OpenSim.Region.Framework.Scenes
1716 1876
1717 SceneObjectGroup group = part.ParentGroup; 1877 SceneObjectGroup group = part.ParentGroup;
1718 if (!affectedGroups.Contains(group)) 1878 if (!affectedGroups.Contains(group))
1879 {
1880 group.areUpdatesSuspended = true;
1719 affectedGroups.Add(group); 1881 affectedGroups.Add(group);
1882 }
1720 } 1883 }
1721 } 1884 }
1722 } 1885 }
1723 1886
1724 foreach (SceneObjectPart child in childParts) 1887 if (childParts.Count > 0)
1725 { 1888 {
1726 // Unlink all child parts from their groups 1889 foreach (SceneObjectPart child in childParts)
1727 // 1890 {
1728 child.ParentGroup.DelinkFromGroup(child, true); 1891 // Unlink all child parts from their groups
1729 1892 //
1730 // These are not in affected groups and will not be 1893 child.ParentGroup.DelinkFromGroup(child, true);
1731 // handled further. Do the honors here. 1894 child.ParentGroup.HasGroupChanged = true;
1732 child.ParentGroup.HasGroupChanged = true; 1895 child.ParentGroup.ScheduleGroupForFullUpdate();
1733 child.ParentGroup.ScheduleGroupForFullUpdate(); 1896 }
1734 } 1897 }
1735 1898
1736 foreach (SceneObjectPart root in rootParts) 1899 foreach (SceneObjectPart root in rootParts)
@@ -1740,56 +1903,68 @@ namespace OpenSim.Region.Framework.Scenes
1740 // However, editing linked parts and unlinking may be different 1903 // However, editing linked parts and unlinking may be different
1741 // 1904 //
1742 SceneObjectGroup group = root.ParentGroup; 1905 SceneObjectGroup group = root.ParentGroup;
1906 group.areUpdatesSuspended = true;
1743 1907
1744 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1908 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1745 int numChildren = newSet.Count; 1909 int numChildren = newSet.Count;
1746 1910
1911 if (numChildren == 1)
1912 break;
1913
1747 // If there are prims left in a link set, but the root is 1914 // If there are prims left in a link set, but the root is
1748 // slated for unlink, we need to do this 1915 // slated for unlink, we need to do this
1916 // Unlink the remaining set
1749 // 1917 //
1750 if (numChildren != 1) 1918 bool sendEventsToRemainder = true;
1751 { 1919 if (numChildren > 1)
1752 // Unlink the remaining set 1920 sendEventsToRemainder = false;
1753 //
1754 bool sendEventsToRemainder = true;
1755 if (numChildren > 1)
1756 sendEventsToRemainder = false;
1757 1921
1758 foreach (SceneObjectPart p in newSet) 1922 foreach (SceneObjectPart p in newSet)
1923 {
1924 if (p != group.RootPart)
1759 { 1925 {
1760 if (p != group.RootPart) 1926 group.DelinkFromGroup(p, sendEventsToRemainder);
1761 group.DelinkFromGroup(p, sendEventsToRemainder); 1927 if (numChildren > 2)
1928 {
1929 p.ParentGroup.areUpdatesSuspended = true;
1930 }
1931 else
1932 {
1933 p.ParentGroup.HasGroupChanged = true;
1934 p.ParentGroup.ScheduleGroupForFullUpdate();
1935 }
1762 } 1936 }
1937 }
1938
1939 // If there is more than one prim remaining, we
1940 // need to re-link
1941 //
1942 if (numChildren > 2)
1943 {
1944 // Remove old root
1945 //
1946 if (newSet.Contains(root))
1947 newSet.Remove(root);
1763 1948
1764 // If there is more than one prim remaining, we 1949 // Preserve link ordering
1765 // need to re-link
1766 // 1950 //
1767 if (numChildren > 2) 1951 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1768 { 1952 {
1769 // Remove old root 1953 return a.LinkNum.CompareTo(b.LinkNum);
1770 // 1954 });
1771 if (newSet.Contains(root))
1772 newSet.Remove(root);
1773
1774 // Preserve link ordering
1775 //
1776 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1777 {
1778 return a.LinkNum.CompareTo(b.LinkNum);
1779 });
1780 1955
1781 // Determine new root 1956 // Determine new root
1782 // 1957 //
1783 SceneObjectPart newRoot = newSet[0]; 1958 SceneObjectPart newRoot = newSet[0];
1784 newSet.RemoveAt(0); 1959 newSet.RemoveAt(0);
1785 1960
1786 foreach (SceneObjectPart newChild in newSet) 1961 foreach (SceneObjectPart newChild in newSet)
1787 newChild.ClearUpdateSchedule(); 1962 newChild.ClearUpdateSchedule();
1788 1963
1789 LinkObjects(newRoot, newSet); 1964 newRoot.ParentGroup.areUpdatesSuspended = true;
1790 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1965 LinkObjects(newRoot, newSet);
1791 affectedGroups.Add(newRoot.ParentGroup); 1966 if (!affectedGroups.Contains(newRoot.ParentGroup))
1792 } 1967 affectedGroups.Add(newRoot.ParentGroup);
1793 } 1968 }
1794 } 1969 }
1795 1970
@@ -1797,8 +1972,14 @@ namespace OpenSim.Region.Framework.Scenes
1797 // 1972 //
1798 foreach (SceneObjectGroup g in affectedGroups) 1973 foreach (SceneObjectGroup g in affectedGroups)
1799 { 1974 {
1975 // Child prims that have been unlinked and deleted will
1976 // return unless the root is deleted. This will remove them
1977 // from the database. They will be rewritten immediately,
1978 // minus the rows for the unlinked child prims.
1979 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1800 g.TriggerScriptChangedEvent(Changed.LINK); 1980 g.TriggerScriptChangedEvent(Changed.LINK);
1801 g.HasGroupChanged = true; // Persist 1981 g.HasGroupChanged = true; // Persist
1982 g.areUpdatesSuspended = false;
1802 g.ScheduleGroupForFullUpdate(); 1983 g.ScheduleGroupForFullUpdate();
1803 } 1984 }
1804 } 1985 }
@@ -1900,9 +2081,6 @@ namespace OpenSim.Region.Framework.Scenes
1900 child.ApplyNextOwnerPermissions(); 2081 child.ApplyNextOwnerPermissions();
1901 } 2082 }
1902 } 2083 }
1903
1904 copy.RootPart.ObjectSaleType = 0;
1905 copy.RootPart.SalePrice = 10;
1906 } 2084 }
1907 2085
1908 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2086 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a73d9b6..f3660a5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 878476e..6feb333 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -247,10 +311,10 @@ namespace OpenSim.Region.Framework.Scenes
247 311
248 private bool m_scriptListens_atTarget; 312 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 313 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 314 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 315 private bool m_scriptListens_notAtRotTarget;
253 316
317 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 318 internal Dictionary<UUID, string> m_savedScriptState;
255 319
256 #region Properties 320 #region Properties
@@ -287,6 +351,16 @@ namespace OpenSim.Region.Framework.Scenes
287 get { return m_parts.Count; } 351 get { return m_parts.Count; }
288 } 352 }
289 353
354// protected Quaternion m_rotation = Quaternion.Identity;
355//
356// public virtual Quaternion Rotation
357// {
358// get { return m_rotation; }
359// set {
360// m_rotation = value;
361// }
362// }
363
290 public Quaternion GroupRotation 364 public Quaternion GroupRotation
291 { 365 {
292 get { return m_rootPart.RotationOffset; } 366 get { return m_rootPart.RotationOffset; }
@@ -388,14 +462,99 @@ namespace OpenSim.Region.Framework.Scenes
388 462
389 if (Scene != null) 463 if (Scene != null)
390 { 464 {
391 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 465 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
392 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 466 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
467 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
468 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
469 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
393 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 470 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
394 { 471 {
395 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 472 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
473 uint x = 0;
474 uint y = 0;
475 string version = String.Empty;
476 Vector3 newpos = Vector3.Zero;
477 OpenSim.Services.Interfaces.GridRegion destination = null;
478
479 bool canCross = true;
480 foreach (ScenePresence av in m_linkedAvatars)
481 {
482 // We need to cross these agents. First, let's find
483 // out if any of them can't cross for some reason.
484 // We have to deny the crossing entirely if any
485 // of them are banned. Alternatively, we could
486 // unsit banned agents....
487
488
489 // We set the avatar position as being the object
490 // position to get the region to send to
491 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
492 {
493 canCross = false;
494 break;
495 }
496
497 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
498 }
499
500 if (canCross)
501 {
502 // We unparent the SP quietly so that it won't
503 // be made to stand up
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
507 if (parentPart != null)
508 av.ParentUUID = parentPart.UUID;
509
510 av.ParentID = 0;
511 }
512
513 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
514
515 // Normalize
516 if (val.X >= Constants.RegionSize)
517 val.X -= Constants.RegionSize;
518 if (val.Y >= Constants.RegionSize)
519 val.Y -= Constants.RegionSize;
520 if (val.X < 0)
521 val.X += Constants.RegionSize;
522 if (val.Y < 0)
523 val.Y += Constants.RegionSize;
524
525 // If it's deleted, crossing was successful
526 if (IsDeleted)
527 {
528 foreach (ScenePresence av in m_linkedAvatars)
529 {
530 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
531
532 av.IsInTransit = true;
533
534 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
535 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
536 }
537
538 return;
539 }
540 }
541 else if (RootPart.PhysActor != null)
542 {
543 RootPart.PhysActor.CrossingFailure();
544 }
545
546 Vector3 oldp = AbsolutePosition;
547 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
548 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
549 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
396 } 550 }
397 } 551 }
398 552/* don't see the need but worse don't see where is restored to false if things stay in
553 foreach (SceneObjectPart part in m_parts.GetArray())
554 {
555 part.IgnoreUndoUpdate = true;
556 }
557 */
399 if (RootPart.GetStatusSandbox()) 558 if (RootPart.GetStatusSandbox())
400 { 559 {
401 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 560 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -409,10 +568,30 @@ namespace OpenSim.Region.Framework.Scenes
409 return; 568 return;
410 } 569 }
411 } 570 }
412
413 SceneObjectPart[] parts = m_parts.GetArray(); 571 SceneObjectPart[] parts = m_parts.GetArray();
414 for (int i = 0; i < parts.Length; i++) 572 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
415 parts[i].GroupPosition = val; 573 if (m_dupeInProgress)
574 triggerScriptEvent = false;
575 foreach (SceneObjectPart part in parts)
576 {
577 part.GroupPosition = val;
578 if (triggerScriptEvent)
579 part.TriggerScriptChangedEvent(Changed.POSITION);
580 }
581 if (!m_dupeInProgress)
582 {
583 foreach (ScenePresence av in m_linkedAvatars)
584 {
585 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
586 if (p != null && m_parts.TryGetValue(p.UUID, out p))
587 {
588 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
589 av.AbsolutePosition += offset;
590 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
591 av.SendAvatarDataToAllAgents();
592 }
593 }
594 }
416 595
417 //if (m_rootPart.PhysActor != null) 596 //if (m_rootPart.PhysActor != null)
418 //{ 597 //{
@@ -427,6 +606,29 @@ namespace OpenSim.Region.Framework.Scenes
427 } 606 }
428 } 607 }
429 608
609 public override Vector3 Velocity
610 {
611 get { return RootPart.Velocity; }
612 set { RootPart.Velocity = value; }
613 }
614
615 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
616 {
617 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
618 ScenePresence agent = icon.EndInvoke(iar);
619
620 //// If the cross was successful, this agent is a child agent
621 //if (agent.IsChildAgent)
622 // agent.Reset();
623 //else // Not successful
624 // agent.RestoreInCurrentScene();
625
626 // In any case
627 agent.IsInTransit = false;
628
629 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
630 }
631
430 public override uint LocalId 632 public override uint LocalId
431 { 633 {
432 get { return m_rootPart.LocalId; } 634 get { return m_rootPart.LocalId; }
@@ -519,6 +721,8 @@ namespace OpenSim.Region.Framework.Scenes
519 child.PhysActor.Selected = value; 721 child.PhysActor.Selected = value;
520 } 722 }
521 } 723 }
724 if (RootPart.KeyframeMotion != null)
725 RootPart.KeyframeMotion.Selected = value;
522 } 726 }
523 } 727 }
524 728
@@ -578,6 +782,7 @@ namespace OpenSim.Region.Framework.Scenes
578 /// </summary> 782 /// </summary>
579 public SceneObjectGroup() 783 public SceneObjectGroup()
580 { 784 {
785
581 } 786 }
582 787
583 /// <summary> 788 /// <summary>
@@ -594,7 +799,7 @@ namespace OpenSim.Region.Framework.Scenes
594 /// Constructor. This object is added to the scene later via AttachToScene() 799 /// Constructor. This object is added to the scene later via AttachToScene()
595 /// </summary> 800 /// </summary>
596 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 801 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
597 { 802 {
598 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 803 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
599 } 804 }
600 805
@@ -642,6 +847,9 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 847 /// </summary>
643 public virtual void AttachToBackup() 848 public virtual void AttachToBackup()
644 { 849 {
850 if (IsAttachment) return;
851 m_scene.SceneGraph.FireAttachToBackup(this);
852
645 if (InSceneBackup) 853 if (InSceneBackup)
646 { 854 {
647 //m_log.DebugFormat( 855 //m_log.DebugFormat(
@@ -684,6 +892,13 @@ namespace OpenSim.Region.Framework.Scenes
684 892
685 ApplyPhysics(); 893 ApplyPhysics();
686 894
895 if (RootPart.PhysActor != null)
896 RootPart.Force = RootPart.Force;
897 if (RootPart.PhysActor != null)
898 RootPart.Torque = RootPart.Torque;
899 if (RootPart.PhysActor != null)
900 RootPart.Buoyancy = RootPart.Buoyancy;
901
687 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 902 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
688 // for the same object with very different properties. The caller must schedule the update. 903 // for the same object with very different properties. The caller must schedule the update.
689 //ScheduleGroupForFullUpdate(); 904 //ScheduleGroupForFullUpdate();
@@ -699,6 +914,10 @@ namespace OpenSim.Region.Framework.Scenes
699 EntityIntersection result = new EntityIntersection(); 914 EntityIntersection result = new EntityIntersection();
700 915
701 SceneObjectPart[] parts = m_parts.GetArray(); 916 SceneObjectPart[] parts = m_parts.GetArray();
917
918 // Find closest hit here
919 float idist = float.MaxValue;
920
702 for (int i = 0; i < parts.Length; i++) 921 for (int i = 0; i < parts.Length; i++)
703 { 922 {
704 SceneObjectPart part = parts[i]; 923 SceneObjectPart part = parts[i];
@@ -713,11 +932,6 @@ namespace OpenSim.Region.Framework.Scenes
713 932
714 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 933 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
715 934
716 // This may need to be updated to the maximum draw distance possible..
717 // We might (and probably will) be checking for prim creation from other sims
718 // when the camera crosses the border.
719 float idist = Constants.RegionSize;
720
721 if (inter.HitTF) 935 if (inter.HitTF)
722 { 936 {
723 // We need to find the closest prim to return to the testcaller along the ray 937 // We need to find the closest prim to return to the testcaller along the ray
@@ -728,10 +942,11 @@ namespace OpenSim.Region.Framework.Scenes
728 result.obj = part; 942 result.obj = part;
729 result.normal = inter.normal; 943 result.normal = inter.normal;
730 result.distance = inter.distance; 944 result.distance = inter.distance;
945
946 idist = inter.distance;
731 } 947 }
732 } 948 }
733 } 949 }
734
735 return result; 950 return result;
736 } 951 }
737 952
@@ -743,25 +958,27 @@ namespace OpenSim.Region.Framework.Scenes
743 /// <returns></returns> 958 /// <returns></returns>
744 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 959 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
745 { 960 {
746 maxX = -256f; 961 maxX = float.MinValue;
747 maxY = -256f; 962 maxY = float.MinValue;
748 maxZ = -256f; 963 maxZ = float.MinValue;
749 minX = 256f; 964 minX = float.MaxValue;
750 minY = 256f; 965 minY = float.MaxValue;
751 minZ = 8192f; 966 minZ = float.MaxValue;
752 967
753 SceneObjectPart[] parts = m_parts.GetArray(); 968 SceneObjectPart[] parts = m_parts.GetArray();
754 for (int i = 0; i < parts.Length; i++) 969 foreach (SceneObjectPart part in parts)
755 { 970 {
756 SceneObjectPart part = parts[i];
757
758 Vector3 worldPos = part.GetWorldPosition(); 971 Vector3 worldPos = part.GetWorldPosition();
759 Vector3 offset = worldPos - AbsolutePosition; 972 Vector3 offset = worldPos - AbsolutePosition;
760 Quaternion worldRot; 973 Quaternion worldRot;
761 if (part.ParentID == 0) 974 if (part.ParentID == 0)
975 {
762 worldRot = part.RotationOffset; 976 worldRot = part.RotationOffset;
977 }
763 else 978 else
979 {
764 worldRot = part.GetWorldRotation(); 980 worldRot = part.GetWorldRotation();
981 }
765 982
766 Vector3 frontTopLeft; 983 Vector3 frontTopLeft;
767 Vector3 frontTopRight; 984 Vector3 frontTopRight;
@@ -773,6 +990,8 @@ namespace OpenSim.Region.Framework.Scenes
773 Vector3 backBottomLeft; 990 Vector3 backBottomLeft;
774 Vector3 backBottomRight; 991 Vector3 backBottomRight;
775 992
993 // Vector3[] corners = new Vector3[8];
994
776 Vector3 orig = Vector3.Zero; 995 Vector3 orig = Vector3.Zero;
777 996
778 frontTopLeft.X = orig.X - (part.Scale.X / 2); 997 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -807,6 +1026,38 @@ namespace OpenSim.Region.Framework.Scenes
807 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1026 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
808 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1027 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
809 1028
1029
1030
1031 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1032 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1033 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1034 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1035 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1036 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1037 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1038 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1039
1040 //for (int i = 0; i < 8; i++)
1041 //{
1042 // corners[i] = corners[i] * worldRot;
1043 // corners[i] += offset;
1044
1045 // if (corners[i].X > maxX)
1046 // maxX = corners[i].X;
1047 // if (corners[i].X < minX)
1048 // minX = corners[i].X;
1049
1050 // if (corners[i].Y > maxY)
1051 // maxY = corners[i].Y;
1052 // if (corners[i].Y < minY)
1053 // minY = corners[i].Y;
1054
1055 // if (corners[i].Z > maxZ)
1056 // maxZ = corners[i].Y;
1057 // if (corners[i].Z < minZ)
1058 // minZ = corners[i].Z;
1059 //}
1060
810 frontTopLeft = frontTopLeft * worldRot; 1061 frontTopLeft = frontTopLeft * worldRot;
811 frontTopRight = frontTopRight * worldRot; 1062 frontTopRight = frontTopRight * worldRot;
812 frontBottomLeft = frontBottomLeft * worldRot; 1063 frontBottomLeft = frontBottomLeft * worldRot;
@@ -828,6 +1079,15 @@ namespace OpenSim.Region.Framework.Scenes
828 backTopLeft += offset; 1079 backTopLeft += offset;
829 backTopRight += offset; 1080 backTopRight += offset;
830 1081
1082 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1083 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1084 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1085 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1086 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1087 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1088 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1089 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1090
831 if (frontTopRight.X > maxX) 1091 if (frontTopRight.X > maxX)
832 maxX = frontTopRight.X; 1092 maxX = frontTopRight.X;
833 if (frontTopLeft.X > maxX) 1093 if (frontTopLeft.X > maxX)
@@ -973,15 +1233,20 @@ namespace OpenSim.Region.Framework.Scenes
973 1233
974 public void SaveScriptedState(XmlTextWriter writer) 1234 public void SaveScriptedState(XmlTextWriter writer)
975 { 1235 {
1236 SaveScriptedState(writer, false);
1237 }
1238
1239 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1240 {
976 XmlDocument doc = new XmlDocument(); 1241 XmlDocument doc = new XmlDocument();
977 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1242 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
978 1243
979 SceneObjectPart[] parts = m_parts.GetArray(); 1244 SceneObjectPart[] parts = m_parts.GetArray();
980 for (int i = 0; i < parts.Length; i++) 1245 for (int i = 0; i < parts.Length; i++)
981 { 1246 {
982 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1247 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
983 foreach (KeyValuePair<UUID, string> kvp in pstates) 1248 foreach (KeyValuePair<UUID, string> kvp in pstates)
984 states.Add(kvp.Key, kvp.Value); 1249 states[kvp.Key] = kvp.Value;
985 } 1250 }
986 1251
987 if (states.Count > 0) 1252 if (states.Count > 0)
@@ -1001,6 +1266,169 @@ namespace OpenSim.Region.Framework.Scenes
1001 } 1266 }
1002 1267
1003 /// <summary> 1268 /// <summary>
1269 /// Add the avatar to this linkset (avatar is sat).
1270 /// </summary>
1271 /// <param name="agentID"></param>
1272 public void AddAvatar(UUID agentID)
1273 {
1274 ScenePresence presence;
1275 if (m_scene.TryGetScenePresence(agentID, out presence))
1276 {
1277 if (!m_linkedAvatars.Contains(presence))
1278 {
1279 m_linkedAvatars.Add(presence);
1280 }
1281 }
1282 }
1283
1284 /// <summary>
1285 /// Delete the avatar from this linkset (avatar is unsat).
1286 /// </summary>
1287 /// <param name="agentID"></param>
1288 public void DeleteAvatar(UUID agentID)
1289 {
1290 ScenePresence presence;
1291 if (m_scene.TryGetScenePresence(agentID, out presence))
1292 {
1293 if (m_linkedAvatars.Contains(presence))
1294 {
1295 m_linkedAvatars.Remove(presence);
1296 }
1297 }
1298 }
1299
1300 /// <summary>
1301 /// Returns the list of linked presences (avatars sat on this group)
1302 /// </summary>
1303 /// <param name="agentID"></param>
1304 public List<ScenePresence> GetLinkedAvatars()
1305 {
1306 return m_linkedAvatars;
1307 }
1308
1309 /// <summary>
1310 /// Attach this scene object to the given avatar.
1311 /// </summary>
1312 /// <param name="agentID"></param>
1313 /// <param name="attachmentpoint"></param>
1314 /// <param name="AttachOffset"></param>
1315 private void AttachToAgent(
1316 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1317 {
1318 if (avatar != null)
1319 {
1320 // don't attach attachments to child agents
1321 if (avatar.IsChildAgent) return;
1322
1323 // Remove from database and parcel prim count
1324 m_scene.DeleteFromStorage(so.UUID);
1325 m_scene.EventManager.TriggerParcelPrimCountTainted();
1326
1327 so.AttachedAvatar = avatar.UUID;
1328
1329 if (so.RootPart.PhysActor != null)
1330 {
1331 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1332 so.RootPart.PhysActor = null;
1333 }
1334
1335 so.AbsolutePosition = attachOffset;
1336 so.RootPart.AttachedPos = attachOffset;
1337 so.IsAttachment = true;
1338 so.RootPart.SetParentLocalId(avatar.LocalId);
1339 so.AttachmentPoint = attachmentpoint;
1340
1341 avatar.AddAttachment(this);
1342
1343 if (!silent)
1344 {
1345 // Killing it here will cause the client to deselect it
1346 // It then reappears on the avatar, deselected
1347 // through the full update below
1348 //
1349 if (IsSelected)
1350 {
1351 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1352 }
1353
1354 IsSelected = false; // fudge....
1355 ScheduleGroupForFullUpdate();
1356 }
1357 }
1358 else
1359 {
1360 m_log.WarnFormat(
1361 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1362 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1363 }
1364 }
1365
1366 public byte GetAttachmentPoint()
1367 {
1368 return m_rootPart.Shape.State;
1369 }
1370
1371 public void DetachToGround()
1372 {
1373 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1374 if (avatar == null)
1375 return;
1376
1377 avatar.RemoveAttachment(this);
1378
1379 Vector3 detachedpos = new Vector3(127f,127f,127f);
1380 if (avatar == null)
1381 return;
1382
1383 detachedpos = avatar.AbsolutePosition;
1384 RootPart.FromItemID = UUID.Zero;
1385
1386 AbsolutePosition = detachedpos;
1387 AttachedAvatar = UUID.Zero;
1388
1389 //SceneObjectPart[] parts = m_parts.GetArray();
1390 //for (int i = 0; i < parts.Length; i++)
1391 // parts[i].AttachedAvatar = UUID.Zero;
1392
1393 m_rootPart.SetParentLocalId(0);
1394 AttachmentPoint = (byte)0;
1395 // must check if buildind should be true or false here
1396 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1397 HasGroupChanged = true;
1398 RootPart.Rezzed = DateTime.Now;
1399 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1400 AttachToBackup();
1401 m_scene.EventManager.TriggerParcelPrimCountTainted();
1402 m_rootPart.ScheduleFullUpdate();
1403 m_rootPart.ClearUndoState();
1404 }
1405
1406 public void DetachToInventoryPrep()
1407 {
1408 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1409 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1410 if (avatar != null)
1411 {
1412 //detachedpos = avatar.AbsolutePosition;
1413 avatar.RemoveAttachment(this);
1414 }
1415
1416 AttachedAvatar = UUID.Zero;
1417
1418 /*SceneObjectPart[] parts = m_parts.GetArray();
1419 for (int i = 0; i < parts.Length; i++)
1420 parts[i].AttachedAvatar = UUID.Zero;*/
1421
1422 m_rootPart.SetParentLocalId(0);
1423 //m_rootPart.SetAttachmentPoint((byte)0);
1424 IsAttachment = false;
1425 AbsolutePosition = m_rootPart.AttachedPos;
1426 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1427 //AttachToBackup();
1428 //m_rootPart.ScheduleFullUpdate();
1429 }
1430
1431 /// <summary>
1004 /// 1432 ///
1005 /// </summary> 1433 /// </summary>
1006 /// <param name="part"></param> 1434 /// <param name="part"></param>
@@ -1050,7 +1478,10 @@ namespace OpenSim.Region.Framework.Scenes
1050 public void AddPart(SceneObjectPart part) 1478 public void AddPart(SceneObjectPart part)
1051 { 1479 {
1052 part.SetParent(this); 1480 part.SetParent(this);
1053 part.LinkNum = m_parts.Add(part.UUID, part); 1481 m_parts.Add(part.UUID, part);
1482
1483 part.LinkNum = m_parts.Count;
1484
1054 if (part.LinkNum == 2) 1485 if (part.LinkNum == 2)
1055 RootPart.LinkNum = 1; 1486 RootPart.LinkNum = 1;
1056 } 1487 }
@@ -1138,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
1138// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1569// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1139// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1570// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1140 1571
1141 part.StoreUndoState(); 1572// part.StoreUndoState();
1142 part.OnGrab(offsetPos, remoteClient); 1573 part.OnGrab(offsetPos, remoteClient);
1143 } 1574 }
1144 1575
@@ -1158,6 +1589,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1589 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1159 public void DeleteGroupFromScene(bool silent) 1590 public void DeleteGroupFromScene(bool silent)
1160 { 1591 {
1592 // We need to keep track of this state in case this group is still queued for backup.
1593 IsDeleted = true;
1594
1595 DetachFromBackup();
1596
1161 SceneObjectPart[] parts = m_parts.GetArray(); 1597 SceneObjectPart[] parts = m_parts.GetArray();
1162 for (int i = 0; i < parts.Length; i++) 1598 for (int i = 0; i < parts.Length; i++)
1163 { 1599 {
@@ -1180,6 +1616,8 @@ namespace OpenSim.Region.Framework.Scenes
1180 } 1616 }
1181 }); 1617 });
1182 } 1618 }
1619
1620
1183 } 1621 }
1184 1622
1185 public void AddScriptLPS(int count) 1623 public void AddScriptLPS(int count)
@@ -1254,28 +1692,43 @@ namespace OpenSim.Region.Framework.Scenes
1254 /// </summary> 1692 /// </summary>
1255 public void ApplyPhysics() 1693 public void ApplyPhysics()
1256 { 1694 {
1257 // Apply physics to the root prim
1258 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1259
1260 // Apply physics to child prims
1261 SceneObjectPart[] parts = m_parts.GetArray(); 1695 SceneObjectPart[] parts = m_parts.GetArray();
1262 if (parts.Length > 1) 1696 if (parts.Length > 1)
1263 { 1697 {
1698 ResetChildPrimPhysicsPositions();
1699
1700 // Apply physics to the root prim
1701 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1702
1703
1264 for (int i = 0; i < parts.Length; i++) 1704 for (int i = 0; i < parts.Length; i++)
1265 { 1705 {
1266 SceneObjectPart part = parts[i]; 1706 SceneObjectPart part = parts[i];
1267 if (part.LocalId != m_rootPart.LocalId) 1707 if (part.LocalId != m_rootPart.LocalId)
1268 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1708 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1269 } 1709 }
1270
1271 // Hack to get the physics scene geometries in the right spot 1710 // Hack to get the physics scene geometries in the right spot
1272 ResetChildPrimPhysicsPositions(); 1711// ResetChildPrimPhysicsPositions();
1712 if (m_rootPart.PhysActor != null)
1713 {
1714 m_rootPart.PhysActor.Building = false;
1715 }
1716 }
1717 else
1718 {
1719 // Apply physics to the root prim
1720 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1273 } 1721 }
1274 } 1722 }
1275 1723
1276 public void SetOwnerId(UUID userId) 1724 public void SetOwnerId(UUID userId)
1277 { 1725 {
1278 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1726 ForEachPart(delegate(SceneObjectPart part)
1727 {
1728
1729 part.OwnerID = userId;
1730
1731 });
1279 } 1732 }
1280 1733
1281 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1734 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1307,11 +1760,17 @@ namespace OpenSim.Region.Framework.Scenes
1307 return; 1760 return;
1308 } 1761 }
1309 1762
1763 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1764 return;
1765
1310 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1766 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1311 // any exception propogate upwards. 1767 // any exception propogate upwards.
1312 try 1768 try
1313 { 1769 {
1314 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1770 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1771 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1772 m_scene.LoadingPrims) // Land may not be valid yet
1773
1315 { 1774 {
1316 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1775 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1317 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1776 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1338,6 +1797,7 @@ namespace OpenSim.Region.Framework.Scenes
1338 } 1797 }
1339 } 1798 }
1340 } 1799 }
1800
1341 } 1801 }
1342 1802
1343 if (m_scene.UseBackup && HasGroupChanged) 1803 if (m_scene.UseBackup && HasGroupChanged)
@@ -1345,6 +1805,20 @@ namespace OpenSim.Region.Framework.Scenes
1345 // don't backup while it's selected or you're asking for changes mid stream. 1805 // don't backup while it's selected or you're asking for changes mid stream.
1346 if (isTimeToPersist() || forcedBackup) 1806 if (isTimeToPersist() || forcedBackup)
1347 { 1807 {
1808 if (m_rootPart.PhysActor != null &&
1809 (!m_rootPart.PhysActor.IsPhysical))
1810 {
1811 // Possible ghost prim
1812 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1813 {
1814 foreach (SceneObjectPart part in m_parts.GetArray())
1815 {
1816 // Re-set physics actor positions and
1817 // orientations
1818 part.GroupPosition = m_rootPart.GroupPosition;
1819 }
1820 }
1821 }
1348// m_log.DebugFormat( 1822// m_log.DebugFormat(
1349// "[SCENE]: Storing {0}, {1} in {2}", 1823// "[SCENE]: Storing {0}, {1} in {2}",
1350// Name, UUID, m_scene.RegionInfo.RegionName); 1824// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1362,6 +1836,11 @@ namespace OpenSim.Region.Framework.Scenes
1362 1836
1363 backup_group.ForEachPart(delegate(SceneObjectPart part) 1837 backup_group.ForEachPart(delegate(SceneObjectPart part)
1364 { 1838 {
1839 if (part.KeyframeMotion != null)
1840 {
1841 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1842 part.KeyframeMotion.UpdateSceneObject(this);
1843 }
1365 part.Inventory.ProcessInventoryBackup(datastore); 1844 part.Inventory.ProcessInventoryBackup(datastore);
1366 }); 1845 });
1367 1846
@@ -1414,6 +1893,7 @@ namespace OpenSim.Region.Framework.Scenes
1414 /// <returns></returns> 1893 /// <returns></returns>
1415 public SceneObjectGroup Copy(bool userExposed) 1894 public SceneObjectGroup Copy(bool userExposed)
1416 { 1895 {
1896 m_dupeInProgress = true;
1417 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1897 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1418 dupe.m_isBackedUp = false; 1898 dupe.m_isBackedUp = false;
1419 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1899 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1428,7 +1908,7 @@ namespace OpenSim.Region.Framework.Scenes
1428 // This is only necessary when userExposed is false! 1908 // This is only necessary when userExposed is false!
1429 1909
1430 bool previousAttachmentStatus = dupe.IsAttachment; 1910 bool previousAttachmentStatus = dupe.IsAttachment;
1431 1911
1432 if (!userExposed) 1912 if (!userExposed)
1433 dupe.IsAttachment = true; 1913 dupe.IsAttachment = true;
1434 1914
@@ -1446,11 +1926,11 @@ namespace OpenSim.Region.Framework.Scenes
1446 dupe.m_rootPart.TrimPermissions(); 1926 dupe.m_rootPart.TrimPermissions();
1447 1927
1448 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1928 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1449 1929
1450 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1930 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1451 { 1931 {
1452 return p1.LinkNum.CompareTo(p2.LinkNum); 1932 return p1.LinkNum.CompareTo(p2.LinkNum);
1453 } 1933 }
1454 ); 1934 );
1455 1935
1456 foreach (SceneObjectPart part in partList) 1936 foreach (SceneObjectPart part in partList)
@@ -1460,40 +1940,53 @@ namespace OpenSim.Region.Framework.Scenes
1460 { 1940 {
1461 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1941 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1462 newPart.LinkNum = part.LinkNum; 1942 newPart.LinkNum = part.LinkNum;
1463 } 1943 if (userExposed)
1944 newPart.ParentID = dupe.m_rootPart.LocalId;
1945 }
1464 else 1946 else
1465 { 1947 {
1466 newPart = dupe.m_rootPart; 1948 newPart = dupe.m_rootPart;
1467 } 1949 }
1950/*
1951 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
1952 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1468 1953
1469 // Need to duplicate the physics actor as well 1954 // Need to duplicate the physics actor as well
1470 if (part.PhysActor != null && userExposed) 1955 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1471 { 1956 {
1472 PrimitiveBaseShape pbs = newPart.Shape; 1957 PrimitiveBaseShape pbs = newPart.Shape;
1473
1474 newPart.PhysActor 1958 newPart.PhysActor
1475 = m_scene.PhysicsScene.AddPrimShape( 1959 = m_scene.PhysicsScene.AddPrimShape(
1476 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1960 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1477 pbs, 1961 pbs,
1478 newPart.AbsolutePosition, 1962 newPart.AbsolutePosition,
1479 newPart.Scale, 1963 newPart.Scale,
1480 newPart.RotationOffset, 1964 newPart.GetWorldRotation(),
1481 part.PhysActor.IsPhysical, 1965 isphys,
1966 isphan,
1482 newPart.LocalId); 1967 newPart.LocalId);
1483 1968
1484 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1969 newPart.DoPhysicsPropertyUpdate(isphys, true);
1485 } 1970 */
1971 if (userExposed)
1972 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
1973// }
1486 } 1974 }
1487 1975
1488 if (userExposed) 1976 if (userExposed)
1489 { 1977 {
1490 dupe.UpdateParentIDs(); 1978// done above dupe.UpdateParentIDs();
1979
1980 if (dupe.m_rootPart.PhysActor != null)
1981 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
1982
1491 dupe.HasGroupChanged = true; 1983 dupe.HasGroupChanged = true;
1492 dupe.AttachToBackup(); 1984 dupe.AttachToBackup();
1493 1985
1494 ScheduleGroupForFullUpdate(); 1986 ScheduleGroupForFullUpdate();
1495 } 1987 }
1496 1988
1989 m_dupeInProgress = false;
1497 return dupe; 1990 return dupe;
1498 } 1991 }
1499 1992
@@ -1505,11 +1998,24 @@ namespace OpenSim.Region.Framework.Scenes
1505 /// <param name="cGroupID"></param> 1998 /// <param name="cGroupID"></param>
1506 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 1999 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1507 { 2000 {
1508 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2001 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2002 // give newpart a new local ID lettng old part keep same
2003 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2004 newpart.LocalId = m_scene.AllocateLocalId();
2005
2006 SetRootPart(newpart);
2007 if (userExposed)
2008 RootPart.Velocity = Vector3.Zero; // In case source is moving
1509 } 2009 }
1510 2010
1511 public void ScriptSetPhysicsStatus(bool usePhysics) 2011 public void ScriptSetPhysicsStatus(bool usePhysics)
1512 { 2012 {
2013 if (usePhysics)
2014 {
2015 if (RootPart.KeyframeMotion != null)
2016 RootPart.KeyframeMotion.Stop();
2017 RootPart.KeyframeMotion = null;
2018 }
1513 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2019 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1514 } 2020 }
1515 2021
@@ -1573,32 +2079,12 @@ namespace OpenSim.Region.Framework.Scenes
1573 } 2079 }
1574 } 2080 }
1575 2081
1576 public void setAngularImpulse(Vector3 impulse)
1577 {
1578 if (RootPart.PhysActor != null)
1579 {
1580 if (!IsAttachment)
1581 {
1582 RootPart.PhysActor.Torque = impulse;
1583 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1584 }
1585 }
1586 }
1587
1588 public Vector3 GetTorque() 2082 public Vector3 GetTorque()
1589 { 2083 {
1590 if (RootPart.PhysActor != null) 2084 return RootPart.Torque;
1591 {
1592 if (!IsAttachment)
1593 {
1594 Vector3 torque = RootPart.PhysActor.Torque;
1595 return torque;
1596 }
1597 }
1598
1599 return Vector3.Zero;
1600 } 2085 }
1601 2086
2087 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1602 public void moveToTarget(Vector3 target, float tau) 2088 public void moveToTarget(Vector3 target, float tau)
1603 { 2089 {
1604 if (IsAttachment) 2090 if (IsAttachment)
@@ -1626,6 +2112,46 @@ namespace OpenSim.Region.Framework.Scenes
1626 RootPart.PhysActor.PIDActive = false; 2112 RootPart.PhysActor.PIDActive = false;
1627 } 2113 }
1628 2114
2115 public void rotLookAt(Quaternion target, float strength, float damping)
2116 {
2117 SceneObjectPart rootpart = m_rootPart;
2118 if (rootpart != null)
2119 {
2120 if (IsAttachment)
2121 {
2122 /*
2123 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2124 if (avatar != null)
2125 {
2126 Rotate the Av?
2127 } */
2128 }
2129 else
2130 {
2131 if (rootpart.PhysActor != null)
2132 { // APID must be implemented in your physics system for this to function.
2133 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2134 rootpart.PhysActor.APIDStrength = strength;
2135 rootpart.PhysActor.APIDDamping = damping;
2136 rootpart.PhysActor.APIDActive = true;
2137 }
2138 }
2139 }
2140 }
2141
2142 public void stopLookAt()
2143 {
2144 SceneObjectPart rootpart = m_rootPart;
2145 if (rootpart != null)
2146 {
2147 if (rootpart.PhysActor != null)
2148 { // APID must be implemented in your physics system for this to function.
2149 rootpart.PhysActor.APIDActive = false;
2150 }
2151 }
2152
2153 }
2154
1629 /// <summary> 2155 /// <summary>
1630 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2156 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1631 /// </summary> 2157 /// </summary>
@@ -1680,7 +2206,12 @@ namespace OpenSim.Region.Framework.Scenes
1680 /// <param name="cGroupID"></param> 2206 /// <param name="cGroupID"></param>
1681 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2207 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1682 { 2208 {
1683 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2209 // give new ID to the new part, letting old keep original
2210 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2211 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2212 newPart.LocalId = m_scene.AllocateLocalId();
2213 newPart.SetParent(this);
2214
1684 AddPart(newPart); 2215 AddPart(newPart);
1685 2216
1686 SetPartAsNonRoot(newPart); 2217 SetPartAsNonRoot(newPart);
@@ -1809,11 +2340,11 @@ namespace OpenSim.Region.Framework.Scenes
1809 /// Immediately send a full update for this scene object. 2340 /// Immediately send a full update for this scene object.
1810 /// </summary> 2341 /// </summary>
1811 public void SendGroupFullUpdate() 2342 public void SendGroupFullUpdate()
1812 { 2343 {
1813 if (IsDeleted) 2344 if (IsDeleted)
1814 return; 2345 return;
1815 2346
1816// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2347// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1817 2348
1818 RootPart.SendFullUpdateToAllClients(); 2349 RootPart.SendFullUpdateToAllClients();
1819 2350
@@ -1957,6 +2488,11 @@ namespace OpenSim.Region.Framework.Scenes
1957 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2488 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1958 public void LinkToGroup(SceneObjectGroup objectGroup) 2489 public void LinkToGroup(SceneObjectGroup objectGroup)
1959 { 2490 {
2491 LinkToGroup(objectGroup, false);
2492 }
2493
2494 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2495 {
1960// m_log.DebugFormat( 2496// m_log.DebugFormat(
1961// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2497// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1962// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2498// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1967,6 +2503,15 @@ namespace OpenSim.Region.Framework.Scenes
1967 2503
1968 SceneObjectPart linkPart = objectGroup.m_rootPart; 2504 SceneObjectPart linkPart = objectGroup.m_rootPart;
1969 2505
2506 if (m_rootPart.PhysActor != null)
2507 m_rootPart.PhysActor.Building = true;
2508 if (linkPart.PhysActor != null)
2509 linkPart.PhysActor.Building = true;
2510
2511 // physics flags from group to be applied to linked parts
2512 bool grpusephys = UsesPhysics;
2513 bool grptemporary = IsTemporary;
2514
1970 Vector3 oldGroupPosition = linkPart.GroupPosition; 2515 Vector3 oldGroupPosition = linkPart.GroupPosition;
1971 Quaternion oldRootRotation = linkPart.RotationOffset; 2516 Quaternion oldRootRotation = linkPart.RotationOffset;
1972 2517
@@ -1990,13 +2535,34 @@ namespace OpenSim.Region.Framework.Scenes
1990 2535
1991 lock (m_parts.SyncRoot) 2536 lock (m_parts.SyncRoot)
1992 { 2537 {
1993 int linkNum = PrimCount + 1; 2538 int linkNum;
2539 if (insert)
2540 {
2541 linkNum = 2;
2542 foreach (SceneObjectPart part in Parts)
2543 {
2544 if (part.LinkNum > 1)
2545 part.LinkNum++;
2546 }
2547 }
2548 else
2549 {
2550 linkNum = PrimCount + 1;
2551 }
1994 2552
1995 m_parts.Add(linkPart.UUID, linkPart); 2553 m_parts.Add(linkPart.UUID, linkPart);
1996 2554
1997 linkPart.SetParent(this); 2555 linkPart.SetParent(this);
1998 linkPart.CreateSelected = true; 2556 linkPart.CreateSelected = true;
1999 2557
2558 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2559 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2560 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2561 {
2562 linkPart.PhysActor.link(m_rootPart.PhysActor);
2563 this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
2564 }
2565
2000 linkPart.LinkNum = linkNum++; 2566 linkPart.LinkNum = linkNum++;
2001 2567
2002 SceneObjectPart[] ogParts = objectGroup.Parts; 2568 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2009,7 +2575,16 @@ namespace OpenSim.Region.Framework.Scenes
2009 { 2575 {
2010 SceneObjectPart part = ogParts[i]; 2576 SceneObjectPart part = ogParts[i];
2011 if (part.UUID != objectGroup.m_rootPart.UUID) 2577 if (part.UUID != objectGroup.m_rootPart.UUID)
2578 {
2012 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2579 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2580 // let physics know
2581 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2582 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2583 {
2584 part.PhysActor.link(m_rootPart.PhysActor);
2585 this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2586 }
2587 }
2013 part.ClearUndoState(); 2588 part.ClearUndoState();
2014 } 2589 }
2015 } 2590 }
@@ -2018,7 +2593,7 @@ namespace OpenSim.Region.Framework.Scenes
2018 objectGroup.IsDeleted = true; 2593 objectGroup.IsDeleted = true;
2019 2594
2020 objectGroup.m_parts.Clear(); 2595 objectGroup.m_parts.Clear();
2021 2596
2022 // Can't do this yet since backup still makes use of the root part without any synchronization 2597 // Can't do this yet since backup still makes use of the root part without any synchronization
2023// objectGroup.m_rootPart = null; 2598// objectGroup.m_rootPart = null;
2024 2599
@@ -2029,6 +2604,9 @@ namespace OpenSim.Region.Framework.Scenes
2029 // unmoved prims! 2604 // unmoved prims!
2030 ResetChildPrimPhysicsPositions(); 2605 ResetChildPrimPhysicsPositions();
2031 2606
2607 if (m_rootPart.PhysActor != null)
2608 m_rootPart.PhysActor.Building = false;
2609
2032 //HasGroupChanged = true; 2610 //HasGroupChanged = true;
2033 //ScheduleGroupForFullUpdate(); 2611 //ScheduleGroupForFullUpdate();
2034 } 2612 }
@@ -2081,7 +2659,10 @@ namespace OpenSim.Region.Framework.Scenes
2081// m_log.DebugFormat( 2659// m_log.DebugFormat(
2082// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2660// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2083// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2661// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2084 2662
2663 if (m_rootPart.PhysActor != null)
2664 m_rootPart.PhysActor.Building = true;
2665
2085 linkPart.ClearUndoState(); 2666 linkPart.ClearUndoState();
2086 2667
2087 Quaternion worldRot = linkPart.GetWorldRotation(); 2668 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2141,6 +2722,10 @@ namespace OpenSim.Region.Framework.Scenes
2141 2722
2142 // When we delete a group, we currently have to force persist to the database if the object id has changed 2723 // When we delete a group, we currently have to force persist to the database if the object id has changed
2143 // (since delete works by deleting all rows which have a given object id) 2724 // (since delete works by deleting all rows which have a given object id)
2725
2726 if (m_rootPart.PhysActor != null)
2727 m_rootPart.PhysActor.Building = false;
2728
2144 objectGroup.HasGroupChangedDueToDelink = true; 2729 objectGroup.HasGroupChangedDueToDelink = true;
2145 2730
2146 return objectGroup; 2731 return objectGroup;
@@ -2152,6 +2737,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 /// <param name="objectGroup"></param> 2737 /// <param name="objectGroup"></param>
2153 public virtual void DetachFromBackup() 2738 public virtual void DetachFromBackup()
2154 { 2739 {
2740 m_scene.SceneGraph.FireDetachFromBackup(this);
2155 if (m_isBackedUp && Scene != null) 2741 if (m_isBackedUp && Scene != null)
2156 m_scene.EventManager.OnBackup -= ProcessBackup; 2742 m_scene.EventManager.OnBackup -= ProcessBackup;
2157 2743
@@ -2170,7 +2756,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 2756
2171 axPos *= parentRot; 2757 axPos *= parentRot;
2172 part.OffsetPosition = axPos; 2758 part.OffsetPosition = axPos;
2173 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2759 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2760 part.GroupPosition = newPos;
2174 part.OffsetPosition = Vector3.Zero; 2761 part.OffsetPosition = Vector3.Zero;
2175 part.RotationOffset = worldRot; 2762 part.RotationOffset = worldRot;
2176 2763
@@ -2181,7 +2768,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 2768
2182 part.LinkNum = linkNum; 2769 part.LinkNum = linkNum;
2183 2770
2184 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2771 part.OffsetPosition = newPos - AbsolutePosition;
2185 2772
2186 Quaternion rootRotation = m_rootPart.RotationOffset; 2773 Quaternion rootRotation = m_rootPart.RotationOffset;
2187 2774
@@ -2191,7 +2778,7 @@ namespace OpenSim.Region.Framework.Scenes
2191 2778
2192 parentRot = m_rootPart.RotationOffset; 2779 parentRot = m_rootPart.RotationOffset;
2193 oldRot = part.RotationOffset; 2780 oldRot = part.RotationOffset;
2194 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2781 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2195 part.RotationOffset = newRot; 2782 part.RotationOffset = newRot;
2196 } 2783 }
2197 2784
@@ -2438,8 +3025,31 @@ namespace OpenSim.Region.Framework.Scenes
2438 } 3025 }
2439 } 3026 }
2440 3027
3028/*
3029 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2441 for (int i = 0; i < parts.Length; i++) 3030 for (int i = 0; i < parts.Length; i++)
2442 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3031 {
3032 if (parts[i] != RootPart)
3033 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
3034 }
3035*/
3036 if (parts.Length > 1)
3037 {
3038 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3039
3040 for (int i = 0; i < parts.Length; i++)
3041 {
3042
3043 if (parts[i].UUID != m_rootPart.UUID)
3044 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3045 }
3046
3047 if (m_rootPart.PhysActor != null)
3048 m_rootPart.PhysActor.Building = false;
3049 }
3050 else
3051 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3052
2443 } 3053 }
2444 } 3054 }
2445 3055
@@ -2452,6 +3062,17 @@ namespace OpenSim.Region.Framework.Scenes
2452 } 3062 }
2453 } 3063 }
2454 3064
3065
3066
3067 /// <summary>
3068 /// Gets the number of parts
3069 /// </summary>
3070 /// <returns></returns>
3071 public int GetPartCount()
3072 {
3073 return Parts.Count();
3074 }
3075
2455 /// <summary> 3076 /// <summary>
2456 /// Update the texture entry for this part 3077 /// Update the texture entry for this part
2457 /// </summary> 3078 /// </summary>
@@ -2511,11 +3132,6 @@ namespace OpenSim.Region.Framework.Scenes
2511 /// <param name="scale"></param> 3132 /// <param name="scale"></param>
2512 public void GroupResize(Vector3 scale) 3133 public void GroupResize(Vector3 scale)
2513 { 3134 {
2514// m_log.DebugFormat(
2515// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2516
2517 RootPart.StoreUndoState(true);
2518
2519 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3135 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2520 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3136 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2521 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3137 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2540,7 +3156,6 @@ namespace OpenSim.Region.Framework.Scenes
2540 SceneObjectPart obPart = parts[i]; 3156 SceneObjectPart obPart = parts[i];
2541 if (obPart.UUID != m_rootPart.UUID) 3157 if (obPart.UUID != m_rootPart.UUID)
2542 { 3158 {
2543// obPart.IgnoreUndoUpdate = true;
2544 Vector3 oldSize = new Vector3(obPart.Scale); 3159 Vector3 oldSize = new Vector3(obPart.Scale);
2545 3160
2546 float f = 1.0f; 3161 float f = 1.0f;
@@ -2604,8 +3219,6 @@ namespace OpenSim.Region.Framework.Scenes
2604 z *= a; 3219 z *= a;
2605 } 3220 }
2606 } 3221 }
2607
2608// obPart.IgnoreUndoUpdate = false;
2609 } 3222 }
2610 } 3223 }
2611 } 3224 }
@@ -2615,9 +3228,7 @@ namespace OpenSim.Region.Framework.Scenes
2615 prevScale.Y *= y; 3228 prevScale.Y *= y;
2616 prevScale.Z *= z; 3229 prevScale.Z *= z;
2617 3230
2618// RootPart.IgnoreUndoUpdate = true;
2619 RootPart.Resize(prevScale); 3231 RootPart.Resize(prevScale);
2620// RootPart.IgnoreUndoUpdate = false;
2621 3232
2622 parts = m_parts.GetArray(); 3233 parts = m_parts.GetArray();
2623 for (int i = 0; i < parts.Length; i++) 3234 for (int i = 0; i < parts.Length; i++)
@@ -2626,8 +3237,6 @@ namespace OpenSim.Region.Framework.Scenes
2626 3237
2627 if (obPart.UUID != m_rootPart.UUID) 3238 if (obPart.UUID != m_rootPart.UUID)
2628 { 3239 {
2629 obPart.IgnoreUndoUpdate = true;
2630
2631 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3240 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2632 currentpos.X *= x; 3241 currentpos.X *= x;
2633 currentpos.Y *= y; 3242 currentpos.Y *= y;
@@ -2640,16 +3249,12 @@ namespace OpenSim.Region.Framework.Scenes
2640 3249
2641 obPart.Resize(newSize); 3250 obPart.Resize(newSize);
2642 obPart.UpdateOffSet(currentpos); 3251 obPart.UpdateOffSet(currentpos);
2643
2644 obPart.IgnoreUndoUpdate = false;
2645 } 3252 }
2646 3253
2647// obPart.IgnoreUndoUpdate = false; 3254 HasGroupChanged = true;
2648// obPart.StoreUndoState(); 3255 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3256 ScheduleGroupForTerseUpdate();
2649 } 3257 }
2650
2651// m_log.DebugFormat(
2652// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2653 } 3258 }
2654 3259
2655 #endregion 3260 #endregion
@@ -2662,14 +3267,6 @@ namespace OpenSim.Region.Framework.Scenes
2662 /// <param name="pos"></param> 3267 /// <param name="pos"></param>
2663 public void UpdateGroupPosition(Vector3 pos) 3268 public void UpdateGroupPosition(Vector3 pos)
2664 { 3269 {
2665// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2666
2667 RootPart.StoreUndoState(true);
2668
2669// SceneObjectPart[] parts = m_parts.GetArray();
2670// for (int i = 0; i < parts.Length; i++)
2671// parts[i].StoreUndoState();
2672
2673 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3270 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2674 { 3271 {
2675 if (IsAttachment) 3272 if (IsAttachment)
@@ -2701,21 +3298,17 @@ namespace OpenSim.Region.Framework.Scenes
2701 /// </summary> 3298 /// </summary>
2702 /// <param name="pos"></param> 3299 /// <param name="pos"></param>
2703 /// <param name="localID"></param> 3300 /// <param name="localID"></param>
3301 ///
3302
2704 public void UpdateSinglePosition(Vector3 pos, uint localID) 3303 public void UpdateSinglePosition(Vector3 pos, uint localID)
2705 { 3304 {
2706 SceneObjectPart part = GetChildPart(localID); 3305 SceneObjectPart part = GetChildPart(localID);
2707 3306
2708// SceneObjectPart[] parts = m_parts.GetArray();
2709// for (int i = 0; i < parts.Length; i++)
2710// parts[i].StoreUndoState();
2711
2712 if (part != null) 3307 if (part != null)
2713 { 3308 {
2714// m_log.DebugFormat( 3309// unlock parts position change
2715// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3310 if (m_rootPart.PhysActor != null)
2716 3311 m_rootPart.PhysActor.Building = true;
2717 part.StoreUndoState(false);
2718 part.IgnoreUndoUpdate = true;
2719 3312
2720 if (part.UUID == m_rootPart.UUID) 3313 if (part.UUID == m_rootPart.UUID)
2721 { 3314 {
@@ -2726,8 +3319,10 @@ namespace OpenSim.Region.Framework.Scenes
2726 part.UpdateOffSet(pos); 3319 part.UpdateOffSet(pos);
2727 } 3320 }
2728 3321
3322 if (m_rootPart.PhysActor != null)
3323 m_rootPart.PhysActor.Building = false;
3324
2729 HasGroupChanged = true; 3325 HasGroupChanged = true;
2730 part.IgnoreUndoUpdate = false;
2731 } 3326 }
2732 } 3327 }
2733 3328
@@ -2737,13 +3332,7 @@ namespace OpenSim.Region.Framework.Scenes
2737 /// <param name="pos"></param> 3332 /// <param name="pos"></param>
2738 public void UpdateRootPosition(Vector3 pos) 3333 public void UpdateRootPosition(Vector3 pos)
2739 { 3334 {
2740// m_log.DebugFormat( 3335 // needs to be called with phys building true
2741// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2742
2743// SceneObjectPart[] parts = m_parts.GetArray();
2744// for (int i = 0; i < parts.Length; i++)
2745// parts[i].StoreUndoState();
2746
2747 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3336 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2748 Vector3 oldPos = 3337 Vector3 oldPos =
2749 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3338 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2766,7 +3355,14 @@ namespace OpenSim.Region.Framework.Scenes
2766 AbsolutePosition = newPos; 3355 AbsolutePosition = newPos;
2767 3356
2768 HasGroupChanged = true; 3357 HasGroupChanged = true;
2769 ScheduleGroupForTerseUpdate(); 3358 if (m_rootPart.Undoing)
3359 {
3360 ScheduleGroupForFullUpdate();
3361 }
3362 else
3363 {
3364 ScheduleGroupForTerseUpdate();
3365 }
2770 } 3366 }
2771 3367
2772 #endregion 3368 #endregion
@@ -2779,17 +3375,6 @@ namespace OpenSim.Region.Framework.Scenes
2779 /// <param name="rot"></param> 3375 /// <param name="rot"></param>
2780 public void UpdateGroupRotationR(Quaternion rot) 3376 public void UpdateGroupRotationR(Quaternion rot)
2781 { 3377 {
2782// m_log.DebugFormat(
2783// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2784
2785// SceneObjectPart[] parts = m_parts.GetArray();
2786// for (int i = 0; i < parts.Length; i++)
2787// parts[i].StoreUndoState();
2788
2789 m_rootPart.StoreUndoState(true);
2790
2791 m_rootPart.UpdateRotation(rot);
2792
2793 PhysicsActor actor = m_rootPart.PhysActor; 3378 PhysicsActor actor = m_rootPart.PhysActor;
2794 if (actor != null) 3379 if (actor != null)
2795 { 3380 {
@@ -2808,16 +3393,6 @@ namespace OpenSim.Region.Framework.Scenes
2808 /// <param name="rot"></param> 3393 /// <param name="rot"></param>
2809 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3394 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2810 { 3395 {
2811// m_log.DebugFormat(
2812// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2813
2814// SceneObjectPart[] parts = m_parts.GetArray();
2815// for (int i = 0; i < parts.Length; i++)
2816// parts[i].StoreUndoState();
2817
2818 RootPart.StoreUndoState(true);
2819 RootPart.IgnoreUndoUpdate = true;
2820
2821 m_rootPart.UpdateRotation(rot); 3396 m_rootPart.UpdateRotation(rot);
2822 3397
2823 PhysicsActor actor = m_rootPart.PhysActor; 3398 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2831,8 +3406,6 @@ namespace OpenSim.Region.Framework.Scenes
2831 3406
2832 HasGroupChanged = true; 3407 HasGroupChanged = true;
2833 ScheduleGroupForTerseUpdate(); 3408 ScheduleGroupForTerseUpdate();
2834
2835 RootPart.IgnoreUndoUpdate = false;
2836 } 3409 }
2837 3410
2838 /// <summary> 3411 /// <summary>
@@ -2843,15 +3416,12 @@ namespace OpenSim.Region.Framework.Scenes
2843 public void UpdateSingleRotation(Quaternion rot, uint localID) 3416 public void UpdateSingleRotation(Quaternion rot, uint localID)
2844 { 3417 {
2845 SceneObjectPart part = GetChildPart(localID); 3418 SceneObjectPart part = GetChildPart(localID);
2846
2847 SceneObjectPart[] parts = m_parts.GetArray(); 3419 SceneObjectPart[] parts = m_parts.GetArray();
2848 for (int i = 0; i < parts.Length; i++)
2849 parts[i].StoreUndoState();
2850 3420
2851 if (part != null) 3421 if (part != null)
2852 { 3422 {
2853// m_log.DebugFormat( 3423 if (m_rootPart.PhysActor != null)
2854// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3424 m_rootPart.PhysActor.Building = true;
2855 3425
2856 if (part.UUID == m_rootPart.UUID) 3426 if (part.UUID == m_rootPart.UUID)
2857 { 3427 {
@@ -2861,6 +3431,9 @@ namespace OpenSim.Region.Framework.Scenes
2861 { 3431 {
2862 part.UpdateRotation(rot); 3432 part.UpdateRotation(rot);
2863 } 3433 }
3434
3435 if (m_rootPart.PhysActor != null)
3436 m_rootPart.PhysActor.Building = false;
2864 } 3437 }
2865 } 3438 }
2866 3439
@@ -2874,12 +3447,8 @@ namespace OpenSim.Region.Framework.Scenes
2874 SceneObjectPart part = GetChildPart(localID); 3447 SceneObjectPart part = GetChildPart(localID);
2875 if (part != null) 3448 if (part != null)
2876 { 3449 {
2877// m_log.DebugFormat( 3450 if (m_rootPart.PhysActor != null)
2878// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3451 m_rootPart.PhysActor.Building = true;
2879// part.Name, part.LocalId, rot);
2880
2881 part.StoreUndoState();
2882 part.IgnoreUndoUpdate = true;
2883 3452
2884 if (part.UUID == m_rootPart.UUID) 3453 if (part.UUID == m_rootPart.UUID)
2885 { 3454 {
@@ -2892,7 +3461,8 @@ namespace OpenSim.Region.Framework.Scenes
2892 part.OffsetPosition = pos; 3461 part.OffsetPosition = pos;
2893 } 3462 }
2894 3463
2895 part.IgnoreUndoUpdate = false; 3464 if (m_rootPart.PhysActor != null)
3465 m_rootPart.PhysActor.Building = false;
2896 } 3466 }
2897 } 3467 }
2898 3468
@@ -2902,15 +3472,12 @@ namespace OpenSim.Region.Framework.Scenes
2902 /// <param name="rot"></param> 3472 /// <param name="rot"></param>
2903 public void UpdateRootRotation(Quaternion rot) 3473 public void UpdateRootRotation(Quaternion rot)
2904 { 3474 {
2905// m_log.DebugFormat( 3475 // needs to be called with phys building true
2906// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2907// Name, LocalId, rot);
2908
2909 Quaternion axRot = rot; 3476 Quaternion axRot = rot;
2910 Quaternion oldParentRot = m_rootPart.RotationOffset; 3477 Quaternion oldParentRot = m_rootPart.RotationOffset;
2911 3478
2912 m_rootPart.StoreUndoState(); 3479 //Don't use UpdateRotation because it schedules an update prematurely
2913 m_rootPart.UpdateRotation(rot); 3480 m_rootPart.RotationOffset = rot;
2914 if (m_rootPart.PhysActor != null) 3481 if (m_rootPart.PhysActor != null)
2915 { 3482 {
2916 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3483 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2923,35 +3490,135 @@ namespace OpenSim.Region.Framework.Scenes
2923 SceneObjectPart prim = parts[i]; 3490 SceneObjectPart prim = parts[i];
2924 if (prim.UUID != m_rootPart.UUID) 3491 if (prim.UUID != m_rootPart.UUID)
2925 { 3492 {
2926 prim.IgnoreUndoUpdate = true; 3493 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3494 NewRot = Quaternion.Inverse(axRot) * NewRot;
3495 prim.RotationOffset = NewRot;
3496
2927 Vector3 axPos = prim.OffsetPosition; 3497 Vector3 axPos = prim.OffsetPosition;
3498
2928 axPos *= oldParentRot; 3499 axPos *= oldParentRot;
2929 axPos *= Quaternion.Inverse(axRot); 3500 axPos *= Quaternion.Inverse(axRot);
2930 prim.OffsetPosition = axPos; 3501 prim.OffsetPosition = axPos;
2931 Quaternion primsRot = prim.RotationOffset; 3502 }
2932 Quaternion newRot = oldParentRot * primsRot; 3503 }
2933 newRot = Quaternion.Inverse(axRot) * newRot;
2934 prim.RotationOffset = newRot;
2935 prim.ScheduleTerseUpdate();
2936 prim.IgnoreUndoUpdate = false;
2937 }
2938 }
2939
2940// for (int i = 0; i < parts.Length; i++)
2941// {
2942// SceneObjectPart childpart = parts[i];
2943// if (childpart != m_rootPart)
2944// {
2945//// childpart.IgnoreUndoUpdate = false;
2946//// childpart.StoreUndoState();
2947// }
2948// }
2949 3504
2950 m_rootPart.ScheduleTerseUpdate(); 3505 HasGroupChanged = true;
3506 ScheduleGroupForFullUpdate();
3507 }
2951 3508
2952// m_log.DebugFormat( 3509 private enum updatetype :int
2953// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3510 {
2954// Name, LocalId, rot); 3511 none = 0,
3512 partterse = 1,
3513 partfull = 2,
3514 groupterse = 3,
3515 groupfull = 4
3516 }
3517
3518 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3519 {
3520 // TODO this still as excessive *.Schedule*Update()s
3521
3522 if (part != null && part.ParentGroup != null)
3523 {
3524 ObjectChangeType change = data.change;
3525 bool togroup = ((change & ObjectChangeType.Group) != 0);
3526 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3527
3528 SceneObjectGroup group = part.ParentGroup;
3529 PhysicsActor pha = group.RootPart.PhysActor;
3530
3531 updatetype updateType = updatetype.none;
3532
3533 if (togroup)
3534 {
3535 // related to group
3536 if ((change & ObjectChangeType.Position) != 0)
3537 {
3538 group.AbsolutePosition = data.position;
3539 updateType = updatetype.groupterse;
3540 }
3541 if ((change & ObjectChangeType.Rotation) != 0)
3542 {
3543 group.RootPart.UpdateRotation(data.rotation);
3544 updateType = updatetype.none;
3545 }
3546 if ((change & ObjectChangeType.Scale) != 0)
3547 {
3548 if (pha != null)
3549 pha.Building = true;
3550
3551 group.GroupResize(data.scale);
3552 updateType = updatetype.none;
3553
3554 if (pha != null)
3555 pha.Building = false;
3556 }
3557 }
3558 else
3559 {
3560 // related to single prim in a link-set ( ie group)
3561 if (pha != null)
3562 pha.Building = true;
3563
3564 // root part is special
3565 // parts offset positions or rotations need to change also
3566
3567 if (part == group.RootPart)
3568 {
3569 if ((change & ObjectChangeType.Position) != 0)
3570 group.UpdateRootPosition(data.position);
3571 if ((change & ObjectChangeType.Rotation) != 0)
3572 group.UpdateRootRotation(data.rotation);
3573 if ((change & ObjectChangeType.Scale) != 0)
3574 part.Resize(data.scale);
3575 }
3576 else
3577 {
3578 if ((change & ObjectChangeType.Position) != 0)
3579 {
3580 part.OffsetPosition = data.position;
3581 updateType = updatetype.partterse;
3582 }
3583 if ((change & ObjectChangeType.Rotation) != 0)
3584 {
3585 part.UpdateRotation(data.rotation);
3586 updateType = updatetype.none;
3587 }
3588 if ((change & ObjectChangeType.Scale) != 0)
3589 {
3590 part.Resize(data.scale);
3591 updateType = updatetype.none;
3592 }
3593 }
3594
3595 if (pha != null)
3596 pha.Building = false;
3597 }
3598
3599 if (updateType != updatetype.none)
3600 {
3601 group.HasGroupChanged = true;
3602
3603 switch (updateType)
3604 {
3605 case updatetype.partterse:
3606 part.ScheduleTerseUpdate();
3607 break;
3608 case updatetype.partfull:
3609 part.ScheduleFullUpdate();
3610 break;
3611 case updatetype.groupterse:
3612 group.ScheduleGroupForTerseUpdate();
3613 break;
3614 case updatetype.groupfull:
3615 group.ScheduleGroupForFullUpdate();
3616 break;
3617 default:
3618 break;
3619 }
3620 }
3621 }
2955 } 3622 }
2956 3623
2957 #endregion 3624 #endregion
@@ -3175,7 +3842,6 @@ namespace OpenSim.Region.Framework.Scenes
3175 public float GetMass() 3842 public float GetMass()
3176 { 3843 {
3177 float retmass = 0f; 3844 float retmass = 0f;
3178
3179 SceneObjectPart[] parts = m_parts.GetArray(); 3845 SceneObjectPart[] parts = m_parts.GetArray();
3180 for (int i = 0; i < parts.Length; i++) 3846 for (int i = 0; i < parts.Length; i++)
3181 retmass += parts[i].GetMass(); 3847 retmass += parts[i].GetMass();
@@ -3271,6 +3937,14 @@ namespace OpenSim.Region.Framework.Scenes
3271 SetFromItemID(uuid); 3937 SetFromItemID(uuid);
3272 } 3938 }
3273 3939
3940 public void ResetOwnerChangeFlag()
3941 {
3942 ForEachPart(delegate(SceneObjectPart part)
3943 {
3944 part.ResetOwnerChangeFlag();
3945 });
3946 }
3947
3274 #endregion 3948 #endregion
3275 } 3949 }
3276} 3950}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 439b718..a68b3eb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,10 +260,10 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private UndoRedoState m_UndoRedo = null;
257 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
258 267
259 private bool m_passTouches; 268 private bool m_passTouches;
260 269
@@ -283,7 +292,16 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 292 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 293 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 294 protected int m_lastTerseSent;
286 295 protected float m_buoyancy = 0.0f;
296 protected Vector3 m_force;
297 protected Vector3 m_torque;
298
299 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
300 protected float m_density = 1000.0f; // in kg/m^3
301 protected float m_gravitymod = 1.0f;
302 protected float m_friction = 0.6f; // wood
303 protected float m_bounce = 0.5f; // wood
304
287 /// <summary> 305 /// <summary>
288 /// Stores media texture data 306 /// Stores media texture data
289 /// </summary> 307 /// </summary>
@@ -299,6 +317,17 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 317 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 318 private float m_collisionSoundVolume;
301 319
320
321 private SOPVehicle m_vehicle = null;
322
323 private KeyframeMotion m_keyframeMotion = null;
324
325 public KeyframeMotion KeyframeMotion
326 {
327 get; set;
328 }
329
330
302 #endregion Fields 331 #endregion Fields
303 332
304// ~SceneObjectPart() 333// ~SceneObjectPart()
@@ -341,7 +370,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 370 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 371 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 372 {
344 m_name = "Primitive"; 373 m_name = "Object";
345 374
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 375 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 376 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 410 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 411 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 412 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 413 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 414 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 415 private DateTime m_expires;
387 private DateTime m_rezzed; 416 private DateTime m_rezzed;
@@ -475,12 +504,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 504 }
476 505
477 /// <value> 506 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 507 /// Get the inventory list
479 /// </value> 508 /// </value>
480 public TaskInventoryDictionary TaskInventory 509 public TaskInventoryDictionary TaskInventory
481 { 510 {
482 get { return m_inventory.Items; } 511 get {
483 set { m_inventory.Items = value; } 512 return m_inventory.Items;
513 }
514 set {
515 m_inventory.Items = value;
516 }
484 } 517 }
485 518
486 /// <summary> 519 /// <summary>
@@ -529,19 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
529 } 562 }
530 } 563 }
531 564
532 public byte Material
533 {
534 get { return (byte) m_material; }
535 set
536 {
537 m_material = (Material)value;
538 if (PhysActor != null)
539 {
540 PhysActor.SetMaterial((int)value);
541 }
542 }
543 }
544
545 public bool PassTouches 565 public bool PassTouches
546 { 566 {
547 get { return m_passTouches; } 567 get { return m_passTouches; }
@@ -624,14 +644,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 644 set { m_LoopSoundSlavePrims = value; }
625 } 645 }
626 646
627
628 public Byte[] TextureAnimation 647 public Byte[] TextureAnimation
629 { 648 {
630 get { return m_TextureAnimation; } 649 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 650 set { m_TextureAnimation = value; }
632 } 651 }
633 652
634
635 public Byte[] ParticleSystem 653 public Byte[] ParticleSystem
636 { 654 {
637 get { return m_particleSystem; } 655 get { return m_particleSystem; }
@@ -668,9 +686,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 686 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 687 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 688 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 689 if (ParentID == 0)
672 { 690 {
673 m_groupPosition = actor.Position; 691 if (actor != null)
692 m_groupPosition = actor.Position;
693 return m_groupPosition;
674 } 694 }
675 695
676 if (ParentGroup.IsAttachment) 696 if (ParentGroup.IsAttachment)
@@ -680,12 +700,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 700 return sp.AbsolutePosition;
681 } 701 }
682 702
703 // use root prim's group position. Physics may have updated it
704 if (ParentGroup.RootPart != this)
705 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 706 return m_groupPosition;
684 } 707 }
685 set 708 set
686 { 709 {
687 m_groupPosition = value; 710 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 711 PhysicsActor actor = PhysActor;
690 if (actor != null) 712 if (actor != null)
691 { 713 {
@@ -711,16 +733,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 733 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 734 }
713 } 735 }
714
715 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
716 if (SitTargetAvatar != UUID.Zero)
717 {
718 ScenePresence avatar;
719 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
720 {
721 avatar.ParentPosition = GetWorldPosition();
722 }
723 }
724 } 736 }
725 } 737 }
726 738
@@ -729,7 +741,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 741 get { return m_offsetPosition; }
730 set 742 set
731 { 743 {
732// StoreUndoState(); 744 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 745 m_offsetPosition = value;
734 746
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 747 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +756,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 756 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 757 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 758 }
759
760 if (!m_parentGroup.m_dupeInProgress)
761 {
762 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
763 foreach (ScenePresence av in avs)
764 {
765 if (av.ParentID == m_localId)
766 {
767 Vector3 offset = (m_offsetPosition - oldpos);
768 av.AbsolutePosition += offset;
769 av.SendAvatarDataToAllAgents();
770 }
771 }
772 }
747 } 773 }
774 TriggerScriptChangedEvent(Changed.POSITION);
748 } 775 }
749 } 776 }
750 777
@@ -793,7 +820,7 @@ namespace OpenSim.Region.Framework.Scenes
793 820
794 set 821 set
795 { 822 {
796 StoreUndoState(); 823// StoreUndoState();
797 m_rotationOffset = value; 824 m_rotationOffset = value;
798 825
799 PhysicsActor actor = PhysActor; 826 PhysicsActor actor = PhysActor;
@@ -881,7 +908,7 @@ namespace OpenSim.Region.Framework.Scenes
881 get 908 get
882 { 909 {
883 PhysicsActor actor = PhysActor; 910 PhysicsActor actor = PhysActor;
884 if ((actor != null) && actor.IsPhysical) 911 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
885 { 912 {
886 m_angularVelocity = actor.RotationalVelocity; 913 m_angularVelocity = actor.RotationalVelocity;
887 } 914 }
@@ -893,7 +920,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 920 /// <summary></summary>
894 public Vector3 Acceleration 921 public Vector3 Acceleration
895 { 922 {
896 get { return m_acceleration; } 923 get
924 {
925 PhysicsActor actor = PhysActor;
926 if (actor != null)
927 {
928 m_acceleration = actor.Acceleration;
929 }
930 return m_acceleration;
931 }
932
897 set { m_acceleration = value; } 933 set { m_acceleration = value; }
898 } 934 }
899 935
@@ -963,7 +999,7 @@ namespace OpenSim.Region.Framework.Scenes
963 { 999 {
964 if (m_shape != null) 1000 if (m_shape != null)
965 { 1001 {
966 StoreUndoState(); 1002// StoreUndoState();
967 1003
968 m_shape.Scale = value; 1004 m_shape.Scale = value;
969 1005
@@ -1030,10 +1066,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1066 {
1031 get 1067 get
1032 { 1068 {
1033 if (ParentGroup.IsAttachment) 1069 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1070 }
1038 } 1071 }
1039 1072
@@ -1203,6 +1236,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1236 _flags = value;
1204 } 1237 }
1205 } 1238 }
1239
1240 [XmlIgnore]
1241 public bool IsOccupied // KF If an av is sittingon this prim
1242 {
1243 get { return m_occupied; }
1244 set { m_occupied = value; }
1245 }
1206 1246
1207 /// <summary> 1247 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1248 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1302,155 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1302 set { m_collisionSoundVolume = value; }
1263 } 1303 }
1264 1304
1305 public float Buoyancy
1306 {
1307 get
1308 {
1309 if (ParentGroup.RootPart == this)
1310 return m_buoyancy;
1311
1312 return ParentGroup.RootPart.Buoyancy;
1313 }
1314 set
1315 {
1316 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1317 {
1318 ParentGroup.RootPart.Buoyancy = value;
1319 return;
1320 }
1321 m_buoyancy = value;
1322 if (PhysActor != null)
1323 PhysActor.Buoyancy = value;
1324 }
1325 }
1326
1327 public Vector3 Force
1328 {
1329 get
1330 {
1331 if (ParentGroup.RootPart == this)
1332 return m_force;
1333
1334 return ParentGroup.RootPart.Force;
1335 }
1336
1337 set
1338 {
1339 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1340 {
1341 ParentGroup.RootPart.Force = value;
1342 return;
1343 }
1344 m_force = value;
1345 if (PhysActor != null)
1346 PhysActor.Force = value;
1347 }
1348 }
1349
1350 public Vector3 Torque
1351 {
1352 get
1353 {
1354 if (ParentGroup.RootPart == this)
1355 return m_torque;
1356
1357 return ParentGroup.RootPart.Torque;
1358 }
1359
1360 set
1361 {
1362 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1363 {
1364 ParentGroup.RootPart.Torque = value;
1365 return;
1366 }
1367 m_torque = value;
1368 if (PhysActor != null)
1369 PhysActor.Torque = value;
1370 }
1371 }
1372
1373 public byte Material
1374 {
1375 get { return (byte)m_material; }
1376 set
1377 {
1378 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1379 {
1380 m_material = (Material)value;
1381 m_friction = SOPMaterialData.friction(m_material);
1382 m_bounce = SOPMaterialData.bounce(m_material);
1383 if (PhysActor != null)
1384 {
1385 PhysActor.SetMaterial((int)value);
1386 }
1387 }
1388 }
1389 }
1390
1391 public byte PhysicsShapeType
1392 {
1393 get { return m_physicsShapeType; }
1394 set
1395 {
1396 if (value < 0 || value >= (byte)PhysShapeType.convex)
1397 value = (byte)PhysShapeType.prim; //convex not supported ?
1398
1399 else if (value == (byte)PhysShapeType.none)
1400 {
1401 if (ParentGroup == null || ParentGroup.RootPart == this)
1402 value = (byte)PhysShapeType.prim;
1403 }
1404 m_physicsShapeType = value;
1405 }
1406 }
1407
1408 public float Density // in kg/m^3
1409 {
1410 get { return m_density; }
1411 set
1412 {
1413 if (value >=1 && value <= 22587.0)
1414 {
1415 m_density = value;
1416 }
1417 }
1418 }
1419
1420 public float GravityModifier
1421 {
1422 get { return m_gravitymod; }
1423 set
1424 { if( value >= -1 && value <=28.0f)
1425 m_gravitymod = value;
1426 }
1427 }
1428
1429 public float Friction
1430 {
1431 get { return m_friction; }
1432 set
1433 {
1434 if (value >= 0 && value <= 255.0f)
1435 {
1436 m_friction = value;
1437 }
1438 }
1439 }
1440
1441 public float Bounciness
1442 {
1443 get { return m_bounce; }
1444 set
1445 {
1446 if (value >= 0 && value <= 1.0f)
1447 {
1448 m_bounce = value;
1449 }
1450 }
1451 }
1452
1453
1265 #endregion Public Properties with only Get 1454 #endregion Public Properties with only Get
1266 1455
1267 private uint ApplyMask(uint val, bool set, uint mask) 1456 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1437,20 +1626,24 @@ namespace OpenSim.Region.Framework.Scenes
1437 /// </summary> 1626 /// </summary>
1438 /// <param name="impulsei">Vector force</param> 1627 /// <param name="impulsei">Vector force</param>
1439 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1628 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1440 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1629
1630 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1631 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1441 { 1632 {
1442 Vector3 impulse = impulsei; 1633 Vector3 torque = torquei;
1443 1634
1444 if (localGlobalTF) 1635 if (localGlobalTF)
1445 { 1636 {
1637/*
1446 Quaternion grot = GetWorldRotation(); 1638 Quaternion grot = GetWorldRotation();
1447 Quaternion AXgrot = grot; 1639 Quaternion AXgrot = grot;
1448 Vector3 AXimpulsei = impulsei; 1640 Vector3 AXimpulsei = impulsei;
1449 Vector3 newimpulse = AXimpulsei * AXgrot; 1641 Vector3 newimpulse = AXimpulsei * AXgrot;
1450 impulse = newimpulse; 1642 */
1643 torque *= GetWorldRotation();
1451 } 1644 }
1452 1645
1453 ParentGroup.setAngularImpulse(impulse); 1646 Torque = torque;
1454 } 1647 }
1455 1648
1456 /// <summary> 1649 /// <summary>
@@ -1458,18 +1651,19 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1651 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1652 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1653 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1654
1655 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1656 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1657 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1658 return;
1465 1659
1466// m_log.DebugFormat( 1660 if (PhysicsShapeType == (byte)PhysShapeType.none)
1467// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1661 return;
1468// Name, LocalId, UUID, m_physicalPrim);
1469 1662
1470 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1663 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
1471 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1664 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
1472 1665
1666
1473 if (IsJoint()) 1667 if (IsJoint())
1474 { 1668 {
1475 DoPhysicsPropertyUpdate(isPhysical, true); 1669 DoPhysicsPropertyUpdate(isPhysical, true);
@@ -1477,16 +1671,19 @@ namespace OpenSim.Region.Framework.Scenes
1477 else 1671 else
1478 { 1672 {
1479 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1673 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
1480 if (VolumeDetectActive) 1674// if (VolumeDetectActive)
1481 isPhantom = false; 1675// isPhantom = false;
1482 1676
1483 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1677 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1484 bool RigidBody = isPhysical && !isPhantom; 1678// bool RigidBody = isPhysical && !isPhantom;
1485 1679
1486 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1680 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1487 // or flexible 1681 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1682 // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1683 if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1684 {
1685 Vector3 velocity = Velocity;
1686 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1687 try
1491 { 1688 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1689 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,8 +1691,9 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1691 Shape,
1495 AbsolutePosition, 1692 AbsolutePosition,
1496 Scale, 1693 Scale,
1497 RotationOffset, 1694 GetWorldRotation(),
1498 RigidBody, 1695 isPhysical,
1696 isPhantom,
1499 m_localId); 1697 m_localId);
1500 } 1698 }
1501 catch 1699 catch
@@ -1509,8 +1707,30 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1707 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1708 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1709 PhysActor.SetMaterial(Material);
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1710
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1711 // if root part apply vehicle
1712 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1713 m_vehicle.SetVehicle(PhysActor);
1714
1715 DoPhysicsPropertyUpdate(isPhysical, true);
1716 if(VolumeDetectActive) // change if not the default only
1717 PhysActor.SetVolumeDetect(1);
1718
1719 if (!building)
1720 PhysActor.Building = false;
1721
1722 Velocity = velocity;
1723 AngularVelocity = rotationalVelocity;
1724 PhysActor.Velocity = velocity;
1725 PhysActor.RotationalVelocity = rotationalVelocity;
1726
1727 // if not vehicle and root part apply force and torque
1728 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1729 && LocalId == ParentGroup.RootPart.LocalId)
1730 {
1731 PhysActor.Force = Force;
1732 PhysActor.Torque = Torque;
1733 }
1514 } 1734 }
1515 } 1735 }
1516 } 1736 }
@@ -1564,6 +1784,11 @@ namespace OpenSim.Region.Framework.Scenes
1564 dupe.Category = Category; 1784 dupe.Category = Category;
1565 dupe.m_rezzed = m_rezzed; 1785 dupe.m_rezzed = m_rezzed;
1566 1786
1787 dupe.m_UndoRedo = null;
1788
1789 dupe.IgnoreUndoUpdate = false;
1790 dupe.Undoing = false;
1791
1567 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1792 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1568 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1793 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1569 1794
@@ -1579,6 +1804,7 @@ namespace OpenSim.Region.Framework.Scenes
1579 1804
1580 // Move afterwards ResetIDs as it clears the localID 1805 // Move afterwards ResetIDs as it clears the localID
1581 dupe.LocalId = localID; 1806 dupe.LocalId = localID;
1807
1582 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1808 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1583 dupe.LastOwnerID = OwnerID; 1809 dupe.LastOwnerID = OwnerID;
1584 1810
@@ -1598,6 +1824,9 @@ namespace OpenSim.Region.Framework.Scenes
1598 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1824 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1599 } 1825 }
1600 1826
1827 if (dupe.PhysActor != null)
1828 dupe.PhysActor.LocalID = localID;
1829
1601 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1830 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1602 1831
1603// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1832// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1735,63 +1964,63 @@ namespace OpenSim.Region.Framework.Scenes
1735 { 1964 {
1736 if (UsePhysics != PhysActor.IsPhysical || isNew) 1965 if (UsePhysics != PhysActor.IsPhysical || isNew)
1737 { 1966 {
1738 if (PhysActor.IsPhysical) // implies UsePhysics==false for this block 1967 if (PhysActor.IsPhysical)
1739 { 1968 {
1740 if (!isNew) 1969 if (!isNew) // implies UsePhysics==false for this block
1970 {
1741 ParentGroup.Scene.RemovePhysicalPrim(1); 1971 ParentGroup.Scene.RemovePhysicalPrim(1);
1742 1972
1743 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1973 Velocity = new Vector3(0, 0, 0);
1744 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1974 Acceleration = new Vector3(0, 0, 0);
1745 PhysActor.delink(); 1975 if (ParentGroup.RootPart == this)
1976 AngularVelocity = new Vector3(0, 0, 0);
1746 1977
1747 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 1978 if (PhysActor.Phantom)
1748 { 1979 {
1749 // destroy all joints connected to this now deactivated body 1980 RemoveFromPhysics();
1750 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); 1981 return;
1751 } 1982 }
1752 1983
1753 // stop client-side interpolation of all joint proxy objects that have just been deleted 1984 PhysActor.IsPhysical = UsePhysics;
1754 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 1985 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1755 // which stops client-side interpolation of deactivated joint proxy objects. 1986 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1987 PhysActor.delink();
1988 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
1989 {
1990 // destroy all joints connected to this now deactivated body
1991 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
1992 }
1993 }
1756 } 1994 }
1757 1995
1758 if (!UsePhysics && !isNew) 1996 if (PhysActor.IsPhysical != UsePhysics)
1759 { 1997 PhysActor.IsPhysical = UsePhysics;
1760 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1761 // prim still has velocity and continues to interpolate its position along the old
1762 // velocity-vector.
1763 Velocity = new Vector3(0, 0, 0);
1764 Acceleration = new Vector3(0, 0, 0);
1765 AngularVelocity = new Vector3(0, 0, 0);
1766 //RotationalVelocity = new Vector3(0, 0, 0);
1767 }
1768 1998
1769 PhysActor.IsPhysical = UsePhysics; 1999 if (UsePhysics)
2000 {
2001 if (ParentGroup.RootPart.KeyframeMotion != null)
2002 ParentGroup.RootPart.KeyframeMotion.Stop();
2003 ParentGroup.RootPart.KeyframeMotion = null;
2004 ParentGroup.Scene.AddPhysicalPrim(1);
1770 2005
1771 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2006 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1772 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2007 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1773 /// that's not wholesome. Had to make Scene public
1774 //PhysActor = null;
1775 2008
1776 if ((Flags & PrimFlags.Phantom) == 0) 2009 if (ParentID != 0 && ParentID != LocalId)
1777 {
1778 if (UsePhysics)
1779 { 2010 {
1780 ParentGroup.Scene.AddPhysicalPrim(1); 2011 if (ParentGroup.RootPart.PhysActor != null)
1781
1782 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1783 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1784 if (ParentID != 0 && ParentID != LocalId)
1785 { 2012 {
1786 if (ParentGroup.RootPart.PhysActor != null) 2013 PhysActor.link(ParentGroup.RootPart.PhysActor);
1787 {
1788 PhysActor.link(ParentGroup.RootPart.PhysActor);
1789 }
1790 } 2014 }
1791 } 2015 }
1792 } 2016 }
1793 } 2017 }
1794 2018
2019 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2020 if (PhysActor.Phantom != phan)
2021 PhysActor.Phantom = phan;
2022
2023
1795 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2024 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
1796 // mesh data. 2025 // mesh data.
1797 if (Shape.SculptEntry) 2026 if (Shape.SculptEntry)
@@ -1924,10 +2153,7 @@ namespace OpenSim.Region.Framework.Scenes
1924 2153
1925 public Vector3 GetForce() 2154 public Vector3 GetForce()
1926 { 2155 {
1927 if (PhysActor != null) 2156 return Force;
1928 return PhysActor.Force;
1929 else
1930 return Vector3.Zero;
1931 } 2157 }
1932 2158
1933 /// <summary> 2159 /// <summary>
@@ -2561,9 +2787,9 @@ namespace OpenSim.Region.Framework.Scenes
2561 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2787 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2562 2788
2563 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2789 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2790 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2791 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2566 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2792 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2567 { 2793 {
2568 ParentGroup.AbsolutePosition = newpos; 2794 ParentGroup.AbsolutePosition = newpos;
2569 return; 2795 return;
@@ -2584,17 +2810,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 2810 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 2811 //Prim's inventory doesn't support non script items yet
2586 2812
2587 lock (TaskInventory) 2813 TaskInventory.LockItemsForRead(true);
2814
2815 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 2816 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2817 if (item.Value.Name == sound)
2590 { 2818 {
2591 if (item.Value.Name == sound) 2819 soundID = item.Value.ItemID;
2592 { 2820 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 2821 }
2597 } 2822 }
2823
2824 TaskInventory.LockItemsForRead(false);
2598 } 2825 }
2599 2826
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2827 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2914,8 +3141,8 @@ namespace OpenSim.Region.Framework.Scenes
2914 { 3141 {
2915 const float ROTATION_TOLERANCE = 0.01f; 3142 const float ROTATION_TOLERANCE = 0.01f;
2916 const float VELOCITY_TOLERANCE = 0.001f; 3143 const float VELOCITY_TOLERANCE = 0.001f;
2917 const float POSITION_TOLERANCE = 0.05f; 3144 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2918 const int TIME_MS_TOLERANCE = 3000; 3145 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2919 3146
2920 switch (UpdateFlag) 3147 switch (UpdateFlag)
2921 { 3148 {
@@ -2977,17 +3204,16 @@ namespace OpenSim.Region.Framework.Scenes
2977 if (!UUID.TryParse(sound, out soundID)) 3204 if (!UUID.TryParse(sound, out soundID))
2978 { 3205 {
2979 // search sound file from inventory 3206 // search sound file from inventory
2980 lock (TaskInventory) 3207 TaskInventory.LockItemsForRead(true);
3208 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2981 { 3209 {
2982 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3210 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2983 { 3211 {
2984 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3212 soundID = item.Value.ItemID;
2985 { 3213 break;
2986 soundID = item.Value.ItemID;
2987 break;
2988 }
2989 } 3214 }
2990 } 3215 }
3216 TaskInventory.LockItemsForRead(false);
2991 } 3217 }
2992 3218
2993 if (soundID == UUID.Zero) 3219 if (soundID == UUID.Zero)
@@ -3072,10 +3298,13 @@ namespace OpenSim.Region.Framework.Scenes
3072 3298
3073 public void SetBuoyancy(float fvalue) 3299 public void SetBuoyancy(float fvalue)
3074 { 3300 {
3301 Buoyancy = fvalue;
3302/*
3075 if (PhysActor != null) 3303 if (PhysActor != null)
3076 { 3304 {
3077 PhysActor.Buoyancy = fvalue; 3305 PhysActor.Buoyancy = fvalue;
3078 } 3306 }
3307 */
3079 } 3308 }
3080 3309
3081 public void SetDieAtEdge(bool p) 3310 public void SetDieAtEdge(bool p)
@@ -3103,23 +3332,83 @@ namespace OpenSim.Region.Framework.Scenes
3103 3332
3104 public void SetForce(Vector3 force) 3333 public void SetForce(Vector3 force)
3105 { 3334 {
3335 Force = force;
3336/*
3106 if (PhysActor != null) 3337 if (PhysActor != null)
3107 { 3338 {
3108 PhysActor.Force = force; 3339 PhysActor.Force = force;
3109 } 3340 }
3341 */
3342 }
3343
3344 public SOPVehicle sopVehicle
3345 {
3346 get
3347 {
3348 return m_vehicle;
3349 }
3350 set
3351 {
3352 m_vehicle = value;
3353 }
3354 }
3355
3356
3357 public int VehicleType
3358 {
3359 get
3360 {
3361 if (m_vehicle == null)
3362 return (int)Vehicle.TYPE_NONE;
3363 else
3364 return (int)m_vehicle.Type;
3365 }
3366 set
3367 {
3368 SetVehicleType(value);
3369 }
3110 } 3370 }
3111 3371
3112 public void SetVehicleType(int type) 3372 public void SetVehicleType(int type)
3113 { 3373 {
3114 if (PhysActor != null) 3374 m_vehicle = null;
3375
3376 if (type == (int)Vehicle.TYPE_NONE)
3377 {
3378 if (_parentID ==0 && PhysActor != null)
3379 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3380 return;
3381 }
3382 m_vehicle = new SOPVehicle();
3383 m_vehicle.ProcessTypeChange((Vehicle)type);
3384 {
3385 if (_parentID ==0 && PhysActor != null)
3386 PhysActor.VehicleType = type;
3387 return;
3388 }
3389 }
3390
3391 public void SetVehicleFlags(int param, bool remove)
3392 {
3393 if (m_vehicle == null)
3394 return;
3395
3396 m_vehicle.ProcessVehicleFlags(param, remove);
3397
3398 if (_parentID ==0 && PhysActor != null)
3115 { 3399 {
3116 PhysActor.VehicleType = type; 3400 PhysActor.VehicleFlags(param, remove);
3117 } 3401 }
3118 } 3402 }
3119 3403
3120 public void SetVehicleFloatParam(int param, float value) 3404 public void SetVehicleFloatParam(int param, float value)
3121 { 3405 {
3122 if (PhysActor != null) 3406 if (m_vehicle == null)
3407 return;
3408
3409 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3410
3411 if (_parentID == 0 && PhysActor != null)
3123 { 3412 {
3124 PhysActor.VehicleFloatParam(param, value); 3413 PhysActor.VehicleFloatParam(param, value);
3125 } 3414 }
@@ -3127,7 +3416,12 @@ namespace OpenSim.Region.Framework.Scenes
3127 3416
3128 public void SetVehicleVectorParam(int param, Vector3 value) 3417 public void SetVehicleVectorParam(int param, Vector3 value)
3129 { 3418 {
3130 if (PhysActor != null) 3419 if (m_vehicle == null)
3420 return;
3421
3422 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3423
3424 if (_parentID == 0 && PhysActor != null)
3131 { 3425 {
3132 PhysActor.VehicleVectorParam(param, value); 3426 PhysActor.VehicleVectorParam(param, value);
3133 } 3427 }
@@ -3135,7 +3429,12 @@ namespace OpenSim.Region.Framework.Scenes
3135 3429
3136 public void SetVehicleRotationParam(int param, Quaternion rotation) 3430 public void SetVehicleRotationParam(int param, Quaternion rotation)
3137 { 3431 {
3138 if (PhysActor != null) 3432 if (m_vehicle == null)
3433 return;
3434
3435 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3436
3437 if (_parentID == 0 && PhysActor != null)
3139 { 3438 {
3140 PhysActor.VehicleRotationParam(param, rotation); 3439 PhysActor.VehicleRotationParam(param, rotation);
3141 } 3440 }
@@ -3322,13 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes
3322 hasProfileCut = hasDimple; // is it the same thing? 3621 hasProfileCut = hasDimple; // is it the same thing?
3323 } 3622 }
3324 3623
3325 public void SetVehicleFlags(int param, bool remove)
3326 {
3327 if (PhysActor != null)
3328 {
3329 PhysActor.VehicleFlags(param, remove);
3330 }
3331 }
3332 3624
3333 public void SetGroup(UUID groupID, IClientAPI client) 3625 public void SetGroup(UUID groupID, IClientAPI client)
3334 { 3626 {
@@ -3431,68 +3723,18 @@ namespace OpenSim.Region.Framework.Scenes
3431 //ParentGroup.ScheduleGroupForFullUpdate(); 3723 //ParentGroup.ScheduleGroupForFullUpdate();
3432 } 3724 }
3433 3725
3434 public void StoreUndoState() 3726 public void StoreUndoState(ObjectChangeType change)
3435 { 3727 {
3436 StoreUndoState(false); 3728 if (m_UndoRedo == null)
3437 } 3729 m_UndoRedo = new UndoRedoState(5);
3438 3730
3439 public void StoreUndoState(bool forGroup) 3731 lock (m_UndoRedo)
3440 {
3441 if (!Undoing)
3442 { 3732 {
3443 if (!IgnoreUndoUpdate) 3733 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3444 { 3734 {
3445 if (ParentGroup != null) 3735 m_UndoRedo.StoreUndo(this, change);
3446 {
3447 lock (m_undo)
3448 {
3449 if (m_undo.Count > 0)
3450 {
3451 UndoState last = m_undo.Peek();
3452 if (last != null)
3453 {
3454 // TODO: May need to fix for group comparison
3455 if (last.Compare(this))
3456 {
3457 // m_log.DebugFormat(
3458 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3459 // Name, LocalId, m_undo.Count);
3460
3461 return;
3462 }
3463 }
3464 }
3465
3466 // m_log.DebugFormat(
3467 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3468 // Name, LocalId, forGroup, m_undo.Count);
3469
3470 if (ParentGroup.GetSceneMaxUndo() > 0)
3471 {
3472 UndoState nUndo = new UndoState(this, forGroup);
3473
3474 m_undo.Push(nUndo);
3475
3476 if (m_redo.Count > 0)
3477 m_redo.Clear();
3478
3479 // m_log.DebugFormat(
3480 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3481 // Name, LocalId, forGroup, m_undo.Count);
3482 }
3483 }
3484 }
3485 } 3736 }
3486// else
3487// {
3488// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3489// }
3490 } 3737 }
3491// else
3492// {
3493// m_log.DebugFormat(
3494// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3495// }
3496 } 3738 }
3497 3739
3498 /// <summary> 3740 /// <summary>
@@ -3502,84 +3744,46 @@ namespace OpenSim.Region.Framework.Scenes
3502 { 3744 {
3503 get 3745 get
3504 { 3746 {
3505 lock (m_undo) 3747 if (m_UndoRedo == null)
3506 return m_undo.Count; 3748 return 0;
3749 return m_UndoRedo.Count;
3507 } 3750 }
3508 } 3751 }
3509 3752
3510 public void Undo() 3753 public void Undo()
3511 { 3754 {
3512 lock (m_undo) 3755 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3513 { 3756 return;
3514// m_log.DebugFormat(
3515// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3516// Name, LocalId, m_undo.Count);
3517
3518 if (m_undo.Count > 0)
3519 {
3520 UndoState goback = m_undo.Pop();
3521
3522 if (goback != null)
3523 {
3524 UndoState nUndo = null;
3525
3526 if (ParentGroup.GetSceneMaxUndo() > 0)
3527 {
3528 nUndo = new UndoState(this, goback.ForGroup);
3529 }
3530
3531 goback.PlaybackState(this);
3532
3533 if (nUndo != null)
3534 m_redo.Push(nUndo);
3535 }
3536 }
3537 3757
3538// m_log.DebugFormat( 3758 lock (m_UndoRedo)
3539// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3759 {
3540// Name, LocalId, m_undo.Count); 3760 Undoing = true;
3761 m_UndoRedo.Undo(this);
3762 Undoing = false;
3541 } 3763 }
3542 } 3764 }
3543 3765
3544 public void Redo() 3766 public void Redo()
3545 { 3767 {
3546 lock (m_undo) 3768 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3547 { 3769 return;
3548// m_log.DebugFormat(
3549// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3550// Name, LocalId, m_redo.Count);
3551
3552 if (m_redo.Count > 0)
3553 {
3554 UndoState gofwd = m_redo.Pop();
3555
3556 if (gofwd != null)
3557 {
3558 if (ParentGroup.GetSceneMaxUndo() > 0)
3559 {
3560 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3561
3562 m_undo.Push(nUndo);
3563 }
3564
3565 gofwd.PlayfwdState(this);
3566 }
3567 3770
3568// m_log.DebugFormat( 3771 lock (m_UndoRedo)
3569// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3772 {
3570// Name, LocalId, m_redo.Count); 3773 Undoing = true;
3571 } 3774 m_UndoRedo.Redo(this);
3775 Undoing = false;
3572 } 3776 }
3573 } 3777 }
3574 3778
3575 public void ClearUndoState() 3779 public void ClearUndoState()
3576 { 3780 {
3577// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3781 if (m_UndoRedo == null || Undoing)
3782 return;
3578 3783
3579 lock (m_undo) 3784 lock (m_UndoRedo)
3580 { 3785 {
3581 m_undo.Clear(); 3786 m_UndoRedo.Clear();
3582 m_redo.Clear();
3583 } 3787 }
3584 } 3788 }
3585 3789
@@ -4209,6 +4413,41 @@ namespace OpenSim.Region.Framework.Scenes
4209 } 4413 }
4210 } 4414 }
4211 4415
4416
4417 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4418 {
4419 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4420 return;
4421
4422 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4423 {
4424 PhysicsShapeType = (byte)physdata.PhysShapeType;
4425
4426 if (PhysicsShapeType == (byte)PhysShapeType.none)
4427 {
4428 if (PhysActor != null)
4429 {
4430 Velocity = new Vector3(0, 0, 0);
4431 Acceleration = new Vector3(0, 0, 0);
4432 if (ParentGroup.RootPart == this)
4433 AngularVelocity = new Vector3(0, 0, 0);
4434 ParentGroup.Scene.RemovePhysicalPrim(1);
4435 RemoveFromPhysics();
4436 }
4437 }
4438 else if (PhysActor == null)
4439 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
4440 }
4441
4442 if(Density != physdata.Density)
4443 Density = physdata.Density;
4444 if(GravityModifier != physdata.GravitationModifier)
4445 GravityModifier = physdata.GravitationModifier;
4446 if(Friction != physdata.Friction)
4447 Friction = physdata.Friction;
4448 if(Bounciness != physdata.Bounce)
4449 Bounciness = physdata.Bounce;
4450 }
4212 /// <summary> 4451 /// <summary>
4213 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4452 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4214 /// </summary> 4453 /// </summary>
@@ -4216,7 +4455,8 @@ namespace OpenSim.Region.Framework.Scenes
4216 /// <param name="SetTemporary"></param> 4455 /// <param name="SetTemporary"></param>
4217 /// <param name="SetPhantom"></param> 4456 /// <param name="SetPhantom"></param>
4218 /// <param name="SetVD"></param> 4457 /// <param name="SetVD"></param>
4219 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4458// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4459 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4220 { 4460 {
4221 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4461 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4222 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4462 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4226,41 +4466,58 @@ namespace OpenSim.Region.Framework.Scenes
4226 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4466 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4227 return; 4467 return;
4228 4468
4469 // do this first
4470 if (building && PhysActor != null && PhysActor.Building != building)
4471 PhysActor.Building = building;
4472
4229 // Special cases for VD. VD can only be called from a script 4473 // Special cases for VD. VD can only be called from a script
4230 // and can't be combined with changes to other states. So we can rely 4474 // and can't be combined with changes to other states. So we can rely
4231 // that... 4475 // that...
4232 // ... if VD is changed, all others are not. 4476 // ... if VD is changed, all others are not.
4233 // ... if one of the others is changed, VD is not. 4477 // ... if one of the others is changed, VD is not.
4478
4479/*
4234 if (SetVD) // VD is active, special logic applies 4480 if (SetVD) // VD is active, special logic applies
4235 {
4236 // State machine logic for VolumeDetect
4237 // More logic below
4238 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4239 4481
4240 if (phanReset) // Phantom changes from on to off switch VD off too 4482 volume detection is now independent of phantom in sl
4241 { 4483
4242 SetVD = false; // Switch it of for the course of this routine 4484 {
4243 VolumeDetectActive = false; // and also permanently 4485 // State machine logic for VolumeDetect
4244 if (PhysActor != null) 4486 // More logic below
4245 PhysActor.SetVolumeDetect(0); // Let physics know about it too 4487
4246 } 4488
4247 else 4489 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4248 { 4490
4249 // If volumedetect is active we don't want phantom to be applied. 4491 if (phanReset) // Phantom changes from on to off switch VD off too
4250 // If this is a new call to VD out of the state "phantom" 4492 {
4251 // this will also cause the prim to be visible to physics 4493 SetVD = false; // Switch it of for the course of this routine
4494 VolumeDetectActive = false; // and also permanently
4495 if (PhysActor != null)
4496 PhysActor.SetVolumeDetect(0); // Let physics know about it too
4497 }
4498 else
4499 {
4500 // If volumedetect is active we don't want phantom to be applied.
4501 // If this is a new call to VD out of the state "phantom"
4502 // this will also cause the prim to be visible to physics
4252 SetPhantom = false; 4503 SetPhantom = false;
4253 } 4504 }
4505 }
4506 else if (wasVD)
4507 {
4508 // Correspondingly, if VD is turned off, also turn off phantom
4509 SetPhantom = false;
4254 } 4510 }
4255 4511
4256 if (UsePhysics && IsJoint()) 4512 if (UsePhysics && IsJoint())
4257 { 4513 {
4258 SetPhantom = true; 4514 SetPhantom = true;
4259 } 4515 }
4260 4516*/
4261 if (UsePhysics) 4517 if (UsePhysics)
4262 { 4518 {
4263 AddFlag(PrimFlags.Physics); 4519 AddFlag(PrimFlags.Physics);
4520/*
4264 if (!wasUsingPhysics) 4521 if (!wasUsingPhysics)
4265 { 4522 {
4266 DoPhysicsPropertyUpdate(UsePhysics, false); 4523 DoPhysicsPropertyUpdate(UsePhysics, false);
@@ -4273,78 +4530,99 @@ namespace OpenSim.Region.Framework.Scenes
4273 } 4530 }
4274 } 4531 }
4275 } 4532 }
4533 */
4276 } 4534 }
4277 else 4535 else
4278 { 4536 {
4279 RemFlag(PrimFlags.Physics); 4537 RemFlag(PrimFlags.Physics);
4538/*
4280 if (wasUsingPhysics) 4539 if (wasUsingPhysics)
4281 { 4540 {
4282 DoPhysicsPropertyUpdate(UsePhysics, false); 4541 DoPhysicsPropertyUpdate(UsePhysics, false);
4283 } 4542 }
4284 } 4543*/
4544 }
4545
4546 if (SetPhantom)
4547 AddFlag(PrimFlags.Phantom);
4548 else
4549 RemFlag(PrimFlags.Phantom);
4285 4550
4286 if (SetPhantom 4551 if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4287 || ParentGroup.IsAttachment
4288 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4552 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4289 { 4553 {
4290 AddFlag(PrimFlags.Phantom); 4554// AddFlag(PrimFlags.Phantom);
4555
4556 Velocity = new Vector3(0, 0, 0);
4557 Acceleration = new Vector3(0, 0, 0);
4558 if (ParentGroup.RootPart == this)
4559 AngularVelocity = new Vector3(0, 0, 0);
4291 4560
4292 if (PhysActor != null) 4561 if (PhysActor != null)
4562 {
4563 ParentGroup.Scene.RemovePhysicalPrim(1);
4293 RemoveFromPhysics(); 4564 RemoveFromPhysics();
4565 }
4294 } 4566 }
4295 else // Not phantom 4567 else
4296 { 4568 {
4297 RemFlag(PrimFlags.Phantom);
4298
4299 if (ParentGroup.Scene == null) 4569 if (ParentGroup.Scene == null)
4300 return; 4570 return;
4301 4571
4302 if (ParentGroup.Scene.CollidablePrims && PhysActor == null) 4572 if (ParentGroup.Scene.CollidablePrims)
4303 { 4573 {
4304 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4574 if (PhysActor == null)
4305 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4306 string.Format("{0}/{1}", Name, UUID),
4307 Shape,
4308 AbsolutePosition,
4309 Scale,
4310 RotationOffset,
4311 UsePhysics,
4312 m_localId);
4313
4314 PhysActor.SetMaterial(Material);
4315 DoPhysicsPropertyUpdate(UsePhysics, true);
4316
4317 if (!ParentGroup.IsDeleted)
4318 { 4575 {
4319 if (LocalId == ParentGroup.RootPart.LocalId) 4576 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4577 string.Format("{0}/{1}", Name, UUID),
4578 Shape,
4579 AbsolutePosition,
4580 Scale,
4581 GetWorldRotation(), //physics wants world rotation like all other functions send
4582 UsePhysics,
4583 SetPhantom,
4584 m_localId);
4585
4586 PhysActor.SetMaterial(Material);
4587
4588 // if root part apply vehicle
4589 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4590 m_vehicle.SetVehicle(PhysActor);
4591
4592 DoPhysicsPropertyUpdate(UsePhysics, true);
4593
4594 if (!ParentGroup.IsDeleted)
4320 { 4595 {
4321 ParentGroup.CheckSculptAndLoad(); 4596 if (LocalId == ParentGroup.RootPart.LocalId)
4597 {
4598 ParentGroup.CheckSculptAndLoad();
4599 }
4322 } 4600 }
4323 }
4324 4601
4325 if ( 4602 if (
4326 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4603 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4604 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || 4605 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4329 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4606 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4330 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4607 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4331 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 4608 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4332 (CollisionSound != UUID.Zero) 4609 (CollisionSound != UUID.Zero)
4333 ) 4610 )
4334 { 4611 {
4335 PhysActor.OnCollisionUpdate += PhysicsCollision; 4612 PhysActor.OnCollisionUpdate += PhysicsCollision;
4336 PhysActor.SubscribeEvents(1000); 4613 PhysActor.SubscribeEvents(1000);
4614 }
4337 } 4615 }
4338 } 4616 else // it already has a physical representation
4339 else // it already has a physical representation
4340 {
4341 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4342
4343 if (!ParentGroup.IsDeleted)
4344 { 4617 {
4345 if (LocalId == ParentGroup.RootPart.LocalId) 4618 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4619
4620 if (!ParentGroup.IsDeleted)
4346 { 4621 {
4347 ParentGroup.CheckSculptAndLoad(); 4622 if (LocalId == ParentGroup.RootPart.LocalId)
4623 {
4624 ParentGroup.CheckSculptAndLoad();
4625 }
4348 } 4626 }
4349 } 4627 }
4350 } 4628 }
@@ -4360,7 +4638,7 @@ namespace OpenSim.Region.Framework.Scenes
4360 if (this.PhysActor != null) 4638 if (this.PhysActor != null)
4361 { 4639 {
4362 PhysActor.SetVolumeDetect(1); 4640 PhysActor.SetVolumeDetect(1);
4363 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4641// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4364 this.VolumeDetectActive = true; 4642 this.VolumeDetectActive = true;
4365 } 4643 }
4366 } 4644 }
@@ -4368,8 +4646,7 @@ namespace OpenSim.Region.Framework.Scenes
4368 { 4646 {
4369 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4647 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4370 // (mumbles, well, at least if you have infinte CPU powers :-)) 4648 // (mumbles, well, at least if you have infinte CPU powers :-))
4371 PhysicsActor pa = this.PhysActor; 4649 if (this.PhysActor != null)
4372 if (pa != null)
4373 { 4650 {
4374 PhysActor.SetVolumeDetect(0); 4651 PhysActor.SetVolumeDetect(0);
4375 } 4652 }
@@ -4387,6 +4664,9 @@ namespace OpenSim.Region.Framework.Scenes
4387 } 4664 }
4388 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4665 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4389 4666
4667 // and last in case we have a new actor and not building
4668 if (PhysActor != null && PhysActor.Building != building)
4669 PhysActor.Building = building;
4390 if (ParentGroup != null) 4670 if (ParentGroup != null)
4391 { 4671 {
4392 ParentGroup.HasGroupChanged = true; 4672 ParentGroup.HasGroupChanged = true;
@@ -4750,5 +5030,17 @@ namespace OpenSim.Region.Framework.Scenes
4750 Color color = Color; 5030 Color color = Color;
4751 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5031 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4752 } 5032 }
5033
5034 public void ResetOwnerChangeFlag()
5035 {
5036 List<UUID> inv = Inventory.GetInventoryList();
5037
5038 foreach (UUID itemID in inv)
5039 {
5040 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5041 item.OwnerChanged = false;
5042 Inventory.UpdateInventoryItem(item, false, false);
5043 }
5044 }
4753 } 5045 }
4754} 5046}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f2d1915..ca85d10 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -271,7 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 330// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 331
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 332 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
333 {
334 StoreScriptError(item.ItemID, "no permission");
274 return; 335 return;
336 }
275 337
276 m_part.AddFlag(PrimFlags.Scripted); 338 m_part.AddFlag(PrimFlags.Scripted);
277 339
@@ -280,14 +342,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 342 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 343 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 344 {
283 lock (m_items) 345 m_items.LockItemsForWrite(true);
284 { 346 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 348 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 349 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 350 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
351 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 352 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 353 m_part.ScheduleFullUpdate();
293 return; 354 return;
@@ -296,6 +357,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 357 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 358 if (null == asset)
298 { 359 {
360 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
361 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 362 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 364 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +369,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 371
309 lock (m_items) 372 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
316 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
384 if (!item.ScriptRunning)
385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
386 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 387 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 388 m_part.ScheduleFullUpdate();
321 } 389 }
@@ -386,20 +454,146 @@ namespace OpenSim.Region.Framework.Scenes
386 454
387 /// <summary> 455 /// <summary>
388 /// Start a script which is in this prim's inventory. 456 /// Start a script which is in this prim's inventory.
457 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 458 /// </summary>
390 /// <param name="itemId"> 459 /// <param name="itemId">
391 /// A <see cref="UUID"/> 460 /// A <see cref="UUID"/>
392 /// </param> 461 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 462 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 463 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 464 lock (m_scriptErrors)
396 if (item != null) 465 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 466 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
467 m_scriptErrors.Remove(itemId);
468 }
469 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
470 }
471
472 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 m_items.LockItemsForRead(true);
475 if (m_items.ContainsKey(itemId))
476 {
477 if (m_items.ContainsKey(itemId))
478 {
479 m_items.LockItemsForRead(false);
480 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
481 }
482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
486 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
487 StoreScriptError(itemId, msg);
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "Couldn't start script with ID {0} since it {1}", itemId, msg);
491 }
492 }
398 else 493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
497 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 498 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 499 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 500 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 501 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
502 }
503
504 }
505
506 /// <summary>
507 /// Start a script which is in this prim's inventory and return any compilation error messages.
508 /// </summary>
509 /// <param name="itemId">
510 /// A <see cref="UUID"/>
511 /// </param>
512 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
513 {
514 ArrayList errors;
515
516 // Indicate to CreateScriptInstanceInternal() we want it to
517 // post any compilation/loading error messages
518 lock (m_scriptErrors)
519 {
520 m_scriptErrors[itemId] = null;
521 }
522
523 // Perform compilation/loading
524 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
525
526 // Wait for and retrieve any errors
527 lock (m_scriptErrors)
528 {
529 while ((errors = m_scriptErrors[itemId]) == null)
530 {
531 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
532 {
533 m_log.ErrorFormat(
534 "[PRIM INVENTORY]: " +
535 "timedout waiting for script {0} errors", itemId);
536 errors = m_scriptErrors[itemId];
537 if (errors == null)
538 {
539 errors = new ArrayList(1);
540 errors.Add("timedout waiting for errors");
541 }
542 break;
543 }
544 }
545 m_scriptErrors.Remove(itemId);
546 }
547 return errors;
548 }
549
550 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
551 private void StoreScriptErrors(UUID itemId, ArrayList errors)
552 {
553 lock (m_scriptErrors)
554 {
555 // If compilation/loading initiated via CreateScriptInstance(),
556 // it does not want the errors, so just get out
557 if (!m_scriptErrors.ContainsKey(itemId))
558 {
559 return;
560 }
561
562 // Initiated via CreateScriptInstanceEr(), if we know what the
563 // errors are, save them and wake CreateScriptInstanceEr().
564 if (errors != null)
565 {
566 m_scriptErrors[itemId] = errors;
567 System.Threading.Monitor.PulseAll(m_scriptErrors);
568 return;
569 }
570 }
571
572 // Initiated via CreateScriptInstanceEr() but we don't know what
573 // the errors are yet, so retrieve them from the script engine.
574 // This may involve some waiting internal to GetScriptErrors().
575 errors = GetScriptErrors(itemId);
576
577 // Get a default non-null value to indicate success.
578 if (errors == null)
579 {
580 errors = new ArrayList();
581 }
582
583 // Post to CreateScriptInstanceEr() and wake it up
584 lock (m_scriptErrors)
585 {
586 m_scriptErrors[itemId] = errors;
587 System.Threading.Monitor.PulseAll(m_scriptErrors);
588 }
589 }
590
591 // Like StoreScriptErrors(), but just posts a single string message
592 private void StoreScriptError(UUID itemId, string message)
593 {
594 ArrayList errors = new ArrayList(1);
595 errors.Add(message);
596 StoreScriptErrors(itemId, errors);
403 } 597 }
404 598
405 /// <summary> 599 /// <summary>
@@ -412,15 +606,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 606 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 607 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 608 {
415 bool scriptPresent = false; 609 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 610 {
425 if (!sceneObjectBeingDeleted) 611 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 612 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +631,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 631 /// <returns></returns>
446 private bool InventoryContainsName(string name) 632 private bool InventoryContainsName(string name)
447 { 633 {
448 lock (m_items) 634 m_items.LockItemsForRead(true);
635 foreach (TaskInventoryItem item in m_items.Values)
449 { 636 {
450 foreach (TaskInventoryItem item in m_items.Values) 637 if (item.Name == name)
451 { 638 {
452 if (item.Name == name) 639 m_items.LockItemsForRead(false);
453 return true; 640 return true;
454 } 641 }
455 } 642 }
643 m_items.LockItemsForRead(false);
456 return false; 644 return false;
457 } 645 }
458 646
@@ -494,8 +682,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 682 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 683 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 684 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 685 m_items.LockItemsForRead(true);
498 686 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
687 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 688 foreach (TaskInventoryItem i in il)
500 { 689 {
501 if (i.Name == item.Name) 690 if (i.Name == item.Name)
@@ -533,14 +722,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 722 item.Name = name;
534 item.GroupID = m_part.GroupID; 723 item.GroupID = m_part.GroupID;
535 724
536 lock (m_items) 725 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 726 m_items.Add(item.ItemID, item);
538 727 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 728 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 729 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 730 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 731 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 732
544 m_inventorySerial++; 733 m_inventorySerial++;
545 //m_inventorySerial += 2; 734 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 735 HasInventoryChanged = true;
@@ -556,15 +745,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 745 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 746 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 747 {
559 lock (m_items) 748 m_items.LockItemsForWrite(true);
749 foreach (TaskInventoryItem item in items)
560 { 750 {
561 foreach (TaskInventoryItem item in items) 751 m_items.Add(item.ItemID, item);
562 { 752// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 753 }
754 m_items.LockItemsForWrite(false);
755
756 m_inventorySerial++;
568 } 757 }
569 758
570 /// <summary> 759 /// <summary>
@@ -575,10 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 764 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 765 {
577 TaskInventoryItem item; 766 TaskInventoryItem item;
578 767 m_items.LockItemsForRead(true);
579 lock (m_items) 768 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 769 m_items.LockItemsForRead(false);
581
582 return item; 770 return item;
583 } 771 }
584 772
@@ -594,15 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 782 {
595 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 784
597 lock (m_items) 785 m_items.LockItemsForRead(true);
786
787 foreach (TaskInventoryItem item in m_items.Values)
598 { 788 {
599 foreach (TaskInventoryItem item in m_items.Values) 789 if (item.Name == name)
600 { 790 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 791 }
605 792
793 m_items.LockItemsForRead(false);
794
606 return items; 795 return items;
607 } 796 }
608 797
@@ -621,6 +810,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 810 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 811 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 812
813 group.RootPart.AttachPoint = group.RootPart.Shape.State;
814 group.RootPart.AttachOffset = group.AbsolutePosition;
815
624 group.ResetIDs(); 816 group.ResetIDs();
625 817
626 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 818 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -695,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
695 887
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 888 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 889 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 890 m_items.LockItemsForWrite(true);
699 if (it != null) 891
892 if (m_items.ContainsKey(item.ItemID))
700 { 893 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 894// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 895
@@ -709,14 +902,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 902 item.GroupID = m_part.GroupID;
710 903
711 if (item.AssetID == UUID.Zero) 904 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 905 item.AssetID = m_items[item.ItemID].AssetID;
713 906
714 lock (m_items) 907 m_items[item.ItemID] = item;
715 { 908 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 909 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 910 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 911
@@ -725,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 914 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 915 m_part.ParentGroup.HasGroupChanged = true;
727 } 916 }
728 917 m_items.LockItemsForWrite(false);
729 return true; 918 return true;
730 } 919 }
731 else 920 else
@@ -736,8 +925,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 925 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 926 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 927 }
739 return false; 928 m_items.LockItemsForWrite(false);
740 929
930 return false;
741 } 931 }
742 932
743 /// <summary> 933 /// <summary>
@@ -748,43 +938,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 938 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 939 public int RemoveInventoryItem(UUID itemID)
750 { 940 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 941 m_items.LockItemsForRead(true);
752 if (item != null) 942
943 if (m_items.ContainsKey(itemID))
753 { 944 {
754 int type = m_items[itemID].InvType; 945 int type = m_items[itemID].InvType;
946 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 947 if (type == 10) // Script
756 { 948 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 949 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 950 }
951 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 952 m_items.Remove(itemID);
953 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 954 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 955 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 956
764 HasInventoryChanged = true; 957 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 958 m_part.ParentGroup.HasGroupChanged = true;
766 959
767 if (!ContainsScripts()) 960 int scriptcount = 0;
961 m_items.LockItemsForRead(true);
962 foreach (TaskInventoryItem item in m_items.Values)
963 {
964 if (item.Type == 10)
965 {
966 scriptcount++;
967 }
968 }
969 m_items.LockItemsForRead(false);
970
971
972 if (scriptcount <= 0)
973 {
768 m_part.RemFlag(PrimFlags.Scripted); 974 m_part.RemFlag(PrimFlags.Scripted);
975 }
769 976
770 m_part.ScheduleFullUpdate(); 977 m_part.ScheduleFullUpdate();
771 978
772 return type; 979 return type;
773
774 } 980 }
775 else 981 else
776 { 982 {
983 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 984 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 985 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 986 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 987 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 988 }
783 989
784 return -1; 990 return -1;
785 } 991 }
786 992
787 private bool CreateInventoryFile() 993 private bool CreateInventoryFileName()
788 { 994 {
789// m_log.DebugFormat( 995// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 996// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +999,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 999 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 1000 m_inventoryFileNameSerial < m_inventorySerial)
795 { 1001 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1002 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 1003 m_inventoryFileNameSerial = m_inventorySerial;
799 1004
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1005 return true;
1006 }
1007
1008 return false;
1009 }
1010
1011 /// <summary>
1012 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1013 /// </summary>
1014 /// <param name="xferManager"></param>
1015 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1016 {
1017 bool changed = CreateInventoryFileName();
1018
1019 bool includeAssets = false;
1020 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1021 includeAssets = true;
1022
1023 if (m_inventoryPrivileged != includeAssets)
1024 changed = true;
1025
1026 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1027
1028 Items.LockItemsForRead(true);
1029
1030 if (m_inventorySerial == 0) // No inventory
1031 {
1032 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 Items.LockItemsForRead(false);
1034 return;
1035 }
801 1036
802 lock (m_items) 1037 if (m_items.Count == 0) // No inventory
1038 {
1039 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1040 Items.LockItemsForRead(false);
1041 return;
1042 }
1043
1044 if (!changed)
1045 {
1046 if (m_inventoryFileData.Length > 2)
803 { 1047 {
804 foreach (TaskInventoryItem item in m_items.Values) 1048 xferManager.AddNewFile(m_inventoryFileName,
805 { 1049 m_inventoryFileData);
806// m_log.DebugFormat( 1050 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1051 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1052
810 UUID ownerID = item.OwnerID; 1053 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1054 return;
812 uint baseMask = item.BasePermissions; 1055 }
813 uint ownerMask = item.CurrentPermissions; 1056 }
814 uint groupMask = item.GroupPermissions;
815 1057
816 invString.AddItemStart(); 1058 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1059
820 invString.AddPermissionsStart(); 1060 foreach (TaskInventoryItem item in m_items.Values)
1061 {
1062 UUID ownerID = item.OwnerID;
1063 uint everyoneMask = 0;
1064 uint baseMask = item.BasePermissions;
1065 uint ownerMask = item.CurrentPermissions;
1066 uint groupMask = item.GroupPermissions;
821 1067
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1068 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1069 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1070 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1071
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1072 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1073
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1074 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1075 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1076 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1077 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1078 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1079
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1080 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1081 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1082
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1083 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1084
841 invString.AddSaleStart(); 1085 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1086 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1087
846 invString.AddNameValueLine("name", item.Name + "|"); 1088 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1089 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1090 else
1091 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1092 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1093 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1094 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1095
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1096 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1097 invString.AddNameValueLine("sale_type", "not");
851 } 1098 invString.AddNameValueLine("sale_price", "0");
852 } 1099 invString.AddSectionEnd();
853 1100
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1101 invString.AddNameValueLine("name", item.Name + "|");
1102 invString.AddNameValueLine("desc", item.Description + "|");
855 1103
856 return true; 1104 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1105 invString.AddSectionEnd();
857 } 1106 }
858 1107
859 // No need to recreate, the existing file is fine 1108 Items.LockItemsForRead(false);
860 return false;
861 }
862
863 /// <summary>
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878 1109
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1110 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
880 return;
881 }
882 1111
883 CreateInventoryFile(); 1112 if (m_inventoryFileData.Length > 2)
884 1113 {
885 // In principle, we should only do the rest if the inventory changed; 1114 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1116 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1117 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1118 }
1119
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1121 }
907 1122
908 /// <summary> 1123 /// <summary>
@@ -911,13 +1126,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1126 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1127 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1128 {
914 if (HasInventoryChanged) 1129// Removed this because linking will cause an immediate delete of the new
915 { 1130// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1131// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1132// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1133// of prim inventory loss.
1134// if (HasInventoryChanged)
1135// {
1136 Items.LockItemsForRead(true);
1137 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1138 Items.LockItemsForRead(false);
919 1139
920 } 1140 HasInventoryChanged = false;
1141// }
921 } 1142 }
922 1143
923 public class InventoryStringBuilder 1144 public class InventoryStringBuilder
@@ -983,82 +1204,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1204 {
984 uint mask=0x7fffffff; 1205 uint mask=0x7fffffff;
985 1206
986 lock (m_items) 1207 foreach (TaskInventoryItem item in m_items.Values)
987 { 1208 {
988 foreach (TaskInventoryItem item in m_items.Values) 1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1210 mask &= ~((uint)PermissionMask.Copy >> 13);
1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1212 mask &= ~((uint)PermissionMask.Transfer >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1214 mask &= ~((uint)PermissionMask.Modify >> 13);
1215
1216 if (item.InvType == (int)InventoryType.Object)
989 { 1217 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1219 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1221 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1223 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1224 }
1225
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1227 mask &= ~(uint)PermissionMask.Copy;
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1229 mask &= ~(uint)PermissionMask.Transfer;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1231 mask &= ~(uint)PermissionMask.Modify;
1023 } 1232 }
1024
1025 return mask; 1233 return mask;
1026 } 1234 }
1027 1235
1028 public void ApplyNextOwnerPermissions() 1236 public void ApplyNextOwnerPermissions()
1029 { 1237 {
1030 lock (m_items) 1238 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1239 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1240 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1241 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1247 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1248 }
1249 item.OwnerChanged = true;
1250 item.CurrentPermissions &= item.NextPermissions;
1251 item.BasePermissions &= item.NextPermissions;
1252 item.EveryonePermissions &= item.NextPermissions;
1253 item.PermsMask = 0;
1254 item.PermsGranter = UUID.Zero;
1050 } 1255 }
1051 } 1256 }
1052 1257
1053 public void ApplyGodPermissions(uint perms) 1258 public void ApplyGodPermissions(uint perms)
1054 { 1259 {
1055 lock (m_items) 1260 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1261 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1262 item.CurrentPermissions = perms;
1058 { 1263 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1264 }
1063 1265
1064 m_inventorySerial++; 1266 m_inventorySerial++;
@@ -1071,17 +1273,13 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1273 /// <returns></returns>
1072 public bool ContainsScripts() 1274 public bool ContainsScripts()
1073 { 1275 {
1074 lock (m_items) 1276 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1277 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1278 if (item.InvType == (int)InventoryType.LSL)
1077 { 1279 {
1078 if (item.InvType == (int)InventoryType.LSL) 1280 return true;
1079 {
1080 return true;
1081 }
1082 } 1281 }
1083 } 1282 }
1084
1085 return false; 1283 return false;
1086 } 1284 }
1087 1285
@@ -1089,11 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
1089 { 1287 {
1090 List<UUID> ret = new List<UUID>(); 1288 List<UUID> ret = new List<UUID>();
1091 1289
1092 lock (m_items) 1290 foreach (TaskInventoryItem item in m_items.Values)
1093 { 1291 ret.Add(item.ItemID);
1094 foreach (TaskInventoryItem item in m_items.Values)
1095 ret.Add(item.ItemID);
1096 }
1097 1292
1098 return ret; 1293 return ret;
1099 } 1294 }
@@ -1124,6 +1319,11 @@ namespace OpenSim.Region.Framework.Scenes
1124 1319
1125 public Dictionary<UUID, string> GetScriptStates() 1320 public Dictionary<UUID, string> GetScriptStates()
1126 { 1321 {
1322 return GetScriptStates(false);
1323 }
1324
1325 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1326 {
1127 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1327 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1128 1328
1129 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1329 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1134,25 +1334,35 @@ namespace OpenSim.Region.Framework.Scenes
1134 if (engines.Length == 0) // No engine at all 1334 if (engines.Length == 0) // No engine at all
1135 return ret; 1335 return ret;
1136 1336
1137 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1337 Items.LockItemsForRead(true);
1138 1338 foreach (TaskInventoryItem item in m_items.Values)
1139 foreach (TaskInventoryItem item in scripts)
1140 { 1339 {
1141 foreach (IScriptModule e in engines) 1340 if (item.InvType == (int)InventoryType.LSL)
1142 { 1341 {
1143 if (e != null) 1342 foreach (IScriptModule e in engines)
1144 { 1343 {
1145 string n = e.GetXMLState(item.ItemID); 1344 if (e != null)
1146 if (n != String.Empty)
1147 { 1345 {
1148 if (!ret.ContainsKey(item.ItemID)) 1346 string n = e.GetXMLState(item.ItemID);
1149 ret[item.ItemID] = n; 1347 if (n != String.Empty)
1150 break; 1348 {
1349 if (oldIDs)
1350 {
1351 if (!ret.ContainsKey(item.OldItemID))
1352 ret[item.OldItemID] = n;
1353 }
1354 else
1355 {
1356 if (!ret.ContainsKey(item.ItemID))
1357 ret[item.ItemID] = n;
1358 }
1359 break;
1360 }
1151 } 1361 }
1152 } 1362 }
1153 } 1363 }
1154 } 1364 }
1155 1365 Items.LockItemsForRead(false);
1156 return ret; 1366 return ret;
1157 } 1367 }
1158 1368
@@ -1162,21 +1372,27 @@ namespace OpenSim.Region.Framework.Scenes
1162 if (engines.Length == 0) 1372 if (engines.Length == 0)
1163 return; 1373 return;
1164 1374
1165 List<TaskInventoryItem> scripts = GetInventoryScripts();
1166 1375
1167 foreach (TaskInventoryItem item in scripts) 1376 Items.LockItemsForRead(true);
1377
1378 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1379 {
1169 foreach (IScriptModule engine in engines) 1380 if (item.InvType == (int)InventoryType.LSL)
1170 { 1381 {
1171 if (engine != null) 1382 foreach (IScriptModule engine in engines)
1172 { 1383 {
1173 if (item.OwnerChanged) 1384 if (engine != null)
1174 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1385 {
1175 item.OwnerChanged = false; 1386 if (item.OwnerChanged)
1176 engine.ResumeScript(item.ItemID); 1387 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1388 item.OwnerChanged = false;
1389 engine.ResumeScript(item.ItemID);
1390 }
1177 } 1391 }
1178 } 1392 }
1179 } 1393 }
1394
1395 Items.LockItemsForRead(false);
1180 } 1396 }
1181 } 1397 }
1182} 1398}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b84660a..c4aaebe 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
92 /// issue #1716 92 /// issue #1716
93 /// </summary> 93 /// </summary>
94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
95 95
96 /// <summary> 96 /// <summary>
97 /// Movement updates for agents in neighboring regions are sent directly to clients. 97 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
236 private Vector3 m_prevSitOffset;
237
232 protected AvatarAppearance m_appearance; 238 protected AvatarAppearance m_appearance;
233 239
234 public AvatarAppearance Appearance 240 public AvatarAppearance Appearance
@@ -568,6 +574,13 @@ namespace OpenSim.Region.Framework.Scenes
568 /// </summary> 574 /// </summary>
569 public uint ParentID { get; set; } 575 public uint ParentID { get; set; }
570 576
577 public UUID ParentUUID
578 {
579 get { return m_parentUUID; }
580 set { m_parentUUID = value; }
581 }
582 private UUID m_parentUUID = UUID.Zero;
583
571 /// <summary> 584 /// <summary>
572 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 585 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
573 /// </summary> 586 /// </summary>
@@ -797,10 +810,38 @@ namespace OpenSim.Region.Framework.Scenes
797 "[SCENE]: Upgrading child to root agent for {0} in {1}", 810 "[SCENE]: Upgrading child to root agent for {0} in {1}",
798 Name, m_scene.RegionInfo.RegionName); 811 Name, m_scene.RegionInfo.RegionName);
799 812
800 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
801
802 bool wasChild = IsChildAgent; 813 bool wasChild = IsChildAgent;
803 IsChildAgent = false; 814
815 if (ParentUUID != UUID.Zero)
816 {
817 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
818 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
819 if (part == null)
820 {
821 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
822 }
823 else
824 {
825 part.ParentGroup.AddAvatar(UUID);
826 if (part.SitTargetPosition != Vector3.Zero)
827 part.SitTargetAvatar = UUID;
828 ParentPosition = part.GetWorldPosition();
829 ParentID = part.LocalId;
830 ParentPart = part;
831 m_pos = m_prevSitOffset;
832 pos = ParentPosition;
833 }
834 ParentUUID = UUID.Zero;
835
836 IsChildAgent = false;
837
838 Animator.TrySetMovementAnimation("SIT");
839 }
840 else
841 {
842 IsChildAgent = false;
843 }
844
804 845
805 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 846 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
806 if (gm != null) 847 if (gm != null)
@@ -810,62 +851,64 @@ namespace OpenSim.Region.Framework.Scenes
810 851
811 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 852 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
812 853
813 // Moved this from SendInitialData to ensure that Appearance is initialized 854 if (ParentID == 0)
814 // before the inventory is processed in MakeRootAgent. This fixes a race condition
815 // related to the handling of attachments
816 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
817 if (m_scene.TestBorderCross(pos, Cardinals.E))
818 { 855 {
819 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 856 // Moved this from SendInitialData to ensure that Appearance is initialized
820 pos.X = crossedBorder.BorderLine.Z - 1; 857 // before the inventory is processed in MakeRootAgent. This fixes a race condition
821 } 858 // related to the handling of attachments
859 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
860 if (m_scene.TestBorderCross(pos, Cardinals.E))
861 {
862 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
863 pos.X = crossedBorder.BorderLine.Z - 1;
864 }
822 865
823 if (m_scene.TestBorderCross(pos, Cardinals.N)) 866 if (m_scene.TestBorderCross(pos, Cardinals.N))
824 { 867 {
825 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 868 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
826 pos.Y = crossedBorder.BorderLine.Z - 1; 869 pos.Y = crossedBorder.BorderLine.Z - 1;
827 } 870 }
828 871
829 CheckAndAdjustLandingPoint(ref pos); 872 CheckAndAdjustLandingPoint(ref pos);
830 873
831 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 874 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
832 { 875 {
833 m_log.WarnFormat( 876 m_log.WarnFormat(
834 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 877 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
835 pos, Name, UUID); 878 pos, Name, UUID);
836 879
837 if (pos.X < 0f) pos.X = 0f; 880 if (pos.X < 0f) pos.X = 0f;
838 if (pos.Y < 0f) pos.Y = 0f; 881 if (pos.Y < 0f) pos.Y = 0f;
839 if (pos.Z < 0f) pos.Z = 0f; 882 if (pos.Z < 0f) pos.Z = 0f;
840 } 883 }
841 884
842 float localAVHeight = 1.56f; 885 float localAVHeight = 1.56f;
843 if (Appearance.AvatarHeight > 0) 886 if (Appearance.AvatarHeight > 0)
844 localAVHeight = Appearance.AvatarHeight; 887 localAVHeight = Appearance.AvatarHeight;
845 888
846 float posZLimit = 0; 889 float posZLimit = 0;
847 890
848 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 891 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
849 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 892 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
850 893
851 float newPosZ = posZLimit + localAVHeight / 2; 894 float newPosZ = posZLimit + localAVHeight / 2;
852 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 895 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
853 { 896 {
854 pos.Z = newPosZ; 897 pos.Z = newPosZ;
855 } 898 }
856 AbsolutePosition = pos; 899 AbsolutePosition = pos;
857 900
858 AddToPhysicalScene(isFlying); 901 AddToPhysicalScene(isFlying);
859 902
860 if (ForceFly) 903 if (ForceFly)
861 { 904 {
862 Flying = true; 905 Flying = true;
863 } 906 }
864 else if (FlyDisabled) 907 else if (FlyDisabled)
865 { 908 {
866 Flying = false; 909 Flying = false;
910 }
867 } 911 }
868
869 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 912 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
870 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 913 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
871 // elsewhere anyway 914 // elsewhere anyway
@@ -883,14 +926,19 @@ namespace OpenSim.Region.Framework.Scenes
883 { 926 {
884 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 927 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
885 // Resume scripts 928 // Resume scripts
886 foreach (SceneObjectGroup sog in m_attachments) 929 Util.FireAndForget(delegate(object x) {
887 { 930 foreach (SceneObjectGroup sog in m_attachments)
888 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 931 {
889 sog.ResumeScripts(); 932 sog.ScheduleGroupForFullUpdate();
890 } 933 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
934 sog.ResumeScripts();
935 }
936 });
891 } 937 }
892 } 938 }
893 939
940 SendAvatarDataToAllAgents();
941
894 // send the animations of the other presences to me 942 // send the animations of the other presences to me
895 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 943 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
896 { 944 {
@@ -1687,9 +1735,9 @@ namespace OpenSim.Region.Framework.Scenes
1687 if (pos.Z - terrainHeight < 0.2) 1735 if (pos.Z - terrainHeight < 0.2)
1688 pos.Z = terrainHeight; 1736 pos.Z = terrainHeight;
1689 1737
1690 m_log.DebugFormat( 1738// m_log.DebugFormat(
1691 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1739// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1692 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1740// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1693 1741
1694 if (noFly) 1742 if (noFly)
1695 Flying = false; 1743 Flying = false;
@@ -1746,8 +1794,11 @@ namespace OpenSim.Region.Framework.Scenes
1746// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1794// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1747 1795
1748 SitGround = false; 1796 SitGround = false;
1797
1798/* move this down so avatar gets physical in the new position and not where it is siting
1749 if (PhysicsActor == null) 1799 if (PhysicsActor == null)
1750 AddToPhysicalScene(false); 1800 AddToPhysicalScene(false);
1801 */
1751 1802
1752 if (ParentID != 0) 1803 if (ParentID != 0)
1753 { 1804 {
@@ -1771,6 +1822,7 @@ namespace OpenSim.Region.Framework.Scenes
1771 if (part.SitTargetAvatar == UUID) 1822 if (part.SitTargetAvatar == UUID)
1772 part.SitTargetAvatar = UUID.Zero; 1823 part.SitTargetAvatar = UUID.Zero;
1773 1824
1825 part.ParentGroup.DeleteAvatar(UUID);
1774 ParentPosition = part.GetWorldPosition(); 1826 ParentPosition = part.GetWorldPosition();
1775 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1827 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1776 1828
@@ -1779,6 +1831,10 @@ namespace OpenSim.Region.Framework.Scenes
1779 1831
1780 ParentID = 0; 1832 ParentID = 0;
1781 ParentPart = null; 1833 ParentPart = null;
1834
1835 if (PhysicsActor == null)
1836 AddToPhysicalScene(false);
1837
1782 SendAvatarDataToAllAgents(); 1838 SendAvatarDataToAllAgents();
1783 m_requestedSitTargetID = 0; 1839 m_requestedSitTargetID = 0;
1784 1840
@@ -1786,6 +1842,9 @@ namespace OpenSim.Region.Framework.Scenes
1786 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1842 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1787 } 1843 }
1788 1844
1845 else if (PhysicsActor == null)
1846 AddToPhysicalScene(false);
1847
1789 Animator.TrySetMovementAnimation("STAND"); 1848 Animator.TrySetMovementAnimation("STAND");
1790 } 1849 }
1791 1850
@@ -1909,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1909 forceMouselook = part.GetForceMouselook(); 1968 forceMouselook = part.GetForceMouselook();
1910 1969
1911 ControllingClient.SendSitResponse( 1970 ControllingClient.SendSitResponse(
1912 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1971 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1913 1972
1914 m_requestedSitTargetUUID = targetID; 1973 m_requestedSitTargetUUID = targetID;
1915 1974
@@ -2191,14 +2250,36 @@ namespace OpenSim.Region.Framework.Scenes
2191 2250
2192 //Quaternion result = (sitTargetOrient * vq) * nq; 2251 //Quaternion result = (sitTargetOrient * vq) * nq;
2193 2252
2194 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2253 double x, y, z, m;
2254
2255 Quaternion r = sitTargetOrient;
2256 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2257
2258 if (Math.Abs(1.0 - m) > 0.000001)
2259 {
2260 m = 1.0 / Math.Sqrt(m);
2261 r.X *= (float)m;
2262 r.Y *= (float)m;
2263 r.Z *= (float)m;
2264 r.W *= (float)m;
2265 }
2266
2267 x = 2 * (r.X * r.Z + r.Y * r.W);
2268 y = 2 * (-r.X * r.W + r.Y * r.Z);
2269 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2270
2271 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2272 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2273 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2195 Rotation = sitTargetOrient; 2274 Rotation = sitTargetOrient;
2196 ParentPosition = part.AbsolutePosition; 2275 ParentPosition = part.AbsolutePosition;
2276 part.ParentGroup.AddAvatar(UUID);
2197 } 2277 }
2198 else 2278 else
2199 { 2279 {
2200 m_pos -= part.AbsolutePosition; 2280 m_pos -= part.AbsolutePosition;
2201 ParentPosition = part.AbsolutePosition; 2281 ParentPosition = part.AbsolutePosition;
2282 part.ParentGroup.AddAvatar(UUID);
2202 2283
2203// m_log.DebugFormat( 2284// m_log.DebugFormat(
2204// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2285// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3037,6 +3118,9 @@ namespace OpenSim.Region.Framework.Scenes
3037 cAgent.AlwaysRun = SetAlwaysRun; 3118 cAgent.AlwaysRun = SetAlwaysRun;
3038 3119
3039 cAgent.Appearance = new AvatarAppearance(Appearance); 3120 cAgent.Appearance = new AvatarAppearance(Appearance);
3121
3122 cAgent.ParentPart = ParentUUID;
3123 cAgent.SitOffset = m_pos;
3040 3124
3041 lock (scriptedcontrols) 3125 lock (scriptedcontrols)
3042 { 3126 {
@@ -3096,6 +3180,8 @@ namespace OpenSim.Region.Framework.Scenes
3096 CameraAtAxis = cAgent.AtAxis; 3180 CameraAtAxis = cAgent.AtAxis;
3097 CameraLeftAxis = cAgent.LeftAxis; 3181 CameraLeftAxis = cAgent.LeftAxis;
3098 CameraUpAxis = cAgent.UpAxis; 3182 CameraUpAxis = cAgent.UpAxis;
3183 ParentUUID = cAgent.ParentPart;
3184 m_prevSitOffset = cAgent.SitOffset;
3099 3185
3100 // When we get to the point of re-computing neighbors everytime this 3186 // When we get to the point of re-computing neighbors everytime this
3101 // changes, then start using the agent's drawdistance rather than the 3187 // changes, then start using the agent's drawdistance rather than the
@@ -3302,6 +3388,8 @@ namespace OpenSim.Region.Framework.Scenes
3302 } 3388 }
3303 } 3389 }
3304 3390
3391 RaiseCollisionScriptEvents(coldata);
3392
3305 if (Invulnerable) 3393 if (Invulnerable)
3306 return; 3394 return;
3307 3395
@@ -3813,6 +3901,12 @@ namespace OpenSim.Region.Framework.Scenes
3813 3901
3814 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3902 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3815 { 3903 {
3904 string reason;
3905
3906 // Honor bans
3907 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3908 return;
3909
3816 SceneObjectGroup telehub = null; 3910 SceneObjectGroup telehub = null;
3817 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3911 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3818 { 3912 {
@@ -3852,11 +3946,173 @@ namespace OpenSim.Region.Framework.Scenes
3852 pos = land.LandData.UserLocation; 3946 pos = land.LandData.UserLocation;
3853 } 3947 }
3854 } 3948 }
3855 3949
3856 land.SendLandUpdateToClient(ControllingClient); 3950 land.SendLandUpdateToClient(ControllingClient);
3857 } 3951 }
3858 } 3952 }
3859 3953
3954 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3955 {
3956 lock(m_collisionEventLock)
3957 {
3958 if (m_collisionEventFlag)
3959 return;
3960 m_collisionEventFlag = true;
3961 }
3962
3963 Util.FireAndForget(delegate(object x)
3964 {
3965 try
3966 {
3967 List<uint> thisHitColliders = new List<uint>();
3968 List<uint> endedColliders = new List<uint>();
3969 List<uint> startedColliders = new List<uint>();
3970
3971 foreach (uint localid in coldata.Keys)
3972 {
3973 thisHitColliders.Add(localid);
3974 if (!m_lastColliders.Contains(localid))
3975 {
3976 startedColliders.Add(localid);
3977 }
3978 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3979 }
3980
3981 // calculate things that ended colliding
3982 foreach (uint localID in m_lastColliders)
3983 {
3984 if (!thisHitColliders.Contains(localID))
3985 {
3986 endedColliders.Add(localID);
3987 }
3988 }
3989 //add the items that started colliding this time to the last colliders list.
3990 foreach (uint localID in startedColliders)
3991 {
3992 m_lastColliders.Add(localID);
3993 }
3994 // remove things that ended colliding from the last colliders list
3995 foreach (uint localID in endedColliders)
3996 {
3997 m_lastColliders.Remove(localID);
3998 }
3999
4000 // do event notification
4001 if (startedColliders.Count > 0)
4002 {
4003 ColliderArgs StartCollidingMessage = new ColliderArgs();
4004 List<DetectedObject> colliding = new List<DetectedObject>();
4005 foreach (uint localId in startedColliders)
4006 {
4007 if (localId == 0)
4008 continue;
4009
4010 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4011 string data = "";
4012 if (obj != null)
4013 {
4014 DetectedObject detobj = new DetectedObject();
4015 detobj.keyUUID = obj.UUID;
4016 detobj.nameStr = obj.Name;
4017 detobj.ownerUUID = obj.OwnerID;
4018 detobj.posVector = obj.AbsolutePosition;
4019 detobj.rotQuat = obj.GetWorldRotation();
4020 detobj.velVector = obj.Velocity;
4021 detobj.colliderType = 0;
4022 detobj.groupUUID = obj.GroupID;
4023 colliding.Add(detobj);
4024 }
4025 }
4026
4027 if (colliding.Count > 0)
4028 {
4029 StartCollidingMessage.Colliders = colliding;
4030
4031 foreach (SceneObjectGroup att in GetAttachments())
4032 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4033 }
4034 }
4035
4036 if (endedColliders.Count > 0)
4037 {
4038 ColliderArgs EndCollidingMessage = new ColliderArgs();
4039 List<DetectedObject> colliding = new List<DetectedObject>();
4040 foreach (uint localId in endedColliders)
4041 {
4042 if (localId == 0)
4043 continue;
4044
4045 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4046 string data = "";
4047 if (obj != null)
4048 {
4049 DetectedObject detobj = new DetectedObject();
4050 detobj.keyUUID = obj.UUID;
4051 detobj.nameStr = obj.Name;
4052 detobj.ownerUUID = obj.OwnerID;
4053 detobj.posVector = obj.AbsolutePosition;
4054 detobj.rotQuat = obj.GetWorldRotation();
4055 detobj.velVector = obj.Velocity;
4056 detobj.colliderType = 0;
4057 detobj.groupUUID = obj.GroupID;
4058 colliding.Add(detobj);
4059 }
4060 }
4061
4062 if (colliding.Count > 0)
4063 {
4064 EndCollidingMessage.Colliders = colliding;
4065
4066 foreach (SceneObjectGroup att in GetAttachments())
4067 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4068 }
4069 }
4070
4071 if (thisHitColliders.Count > 0)
4072 {
4073 ColliderArgs CollidingMessage = new ColliderArgs();
4074 List<DetectedObject> colliding = new List<DetectedObject>();
4075 foreach (uint localId in thisHitColliders)
4076 {
4077 if (localId == 0)
4078 continue;
4079
4080 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4081 string data = "";
4082 if (obj != null)
4083 {
4084 DetectedObject detobj = new DetectedObject();
4085 detobj.keyUUID = obj.UUID;
4086 detobj.nameStr = obj.Name;
4087 detobj.ownerUUID = obj.OwnerID;
4088 detobj.posVector = obj.AbsolutePosition;
4089 detobj.rotQuat = obj.GetWorldRotation();
4090 detobj.velVector = obj.Velocity;
4091 detobj.colliderType = 0;
4092 detobj.groupUUID = obj.GroupID;
4093 colliding.Add(detobj);
4094 }
4095 }
4096
4097 if (colliding.Count > 0)
4098 {
4099 CollidingMessage.Colliders = colliding;
4100
4101 lock (m_attachments)
4102 {
4103 foreach (SceneObjectGroup att in m_attachments)
4104 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4105 }
4106 }
4107 }
4108 }
4109 finally
4110 {
4111 m_collisionEventFlag = false;
4112 }
4113 });
4114 }
4115
3860 private void TeleportFlagsDebug() { 4116 private void TeleportFlagsDebug() {
3861 4117
3862 // Some temporary debugging help to show all the TeleportFlags we have... 4118 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3881,6 +4137,5 @@ namespace OpenSim.Region.Framework.Scenes
3881 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4137 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3882 4138
3883 } 4139 }
3884
3885 } 4140 }
3886} 4141}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..dfa24e5 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = (byte)reader.ReadElementContentAsInt("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = (byte)reader.ReadElementContentAsInt("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = (byte)reader.ReadElementContentAsInt("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = (byte)reader.ReadElementContentAsInt("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != (byte)PhysShapeType.prim)
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;