aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-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/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.cs530
-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.cs238
-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.cs792
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs439
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs376
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs80
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
19 files changed, 4084 insertions, 853 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 569c235..9fcd5fe 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;
@@ -852,6 +856,26 @@ namespace OpenSim.Region.Framework.Scenes
852 } 856 }
853 } 857 }
854 } 858 }
859 public void TriggerTerrainUpdate()
860 {
861 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
862 if (handlerTerrainUpdate != null)
863 {
864 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
865 {
866 try
867 {
868 d();
869 }
870 catch (Exception e)
871 {
872 m_log.ErrorFormat(
873 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
874 e.Message, e.StackTrace);
875 }
876 }
877 }
878 }
855 879
856 public void TriggerTerrainTick() 880 public void TriggerTerrainTick()
857 { 881 {
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/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 23f39a8..719c300 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 a01b851..4fc59e2 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.
@@ -214,11 +218,14 @@ 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;
228 private int m_hbRestarts = 0;
222 229
223 private object m_deleting_scene_object = new object(); 230 private object m_deleting_scene_object = new object();
224 231
@@ -265,6 +272,19 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return m_sceneGridService; } 272 get { return m_sceneGridService; }
266 } 273 }
267 274
275 public ISnmpModule SnmpService
276 {
277 get
278 {
279 if (m_snmpService == null)
280 {
281 m_snmpService = RequestModuleInterface<ISnmpModule>();
282 }
283
284 return m_snmpService;
285 }
286 }
287
268 public ISimulationDataService SimulationDataService 288 public ISimulationDataService SimulationDataService
269 { 289 {
270 get 290 get
@@ -546,6 +566,9 @@ namespace OpenSim.Region.Framework.Scenes
546 m_EstateDataService = estateDataService; 566 m_EstateDataService = estateDataService;
547 m_regionHandle = m_regInfo.RegionHandle; 567 m_regionHandle = m_regInfo.RegionHandle;
548 m_regionName = m_regInfo.RegionName; 568 m_regionName = m_regInfo.RegionName;
569 m_lastUpdate = Util.EnvironmentTickCount();
570 m_lastIncoming = 0;
571 m_lastOutgoing = 0;
549 572
550 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 573 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
551 m_asyncSceneObjectDeleter.Enabled = true; 574 m_asyncSceneObjectDeleter.Enabled = true;
@@ -677,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
677 m_persistAfter *= 10000000; 700 m_persistAfter *= 10000000;
678 701
679 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 702 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
703 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
680 704
681 IConfig packetConfig = m_config.Configs["PacketPool"]; 705 IConfig packetConfig = m_config.Configs["PacketPool"];
682 if (packetConfig != null) 706 if (packetConfig != null)
@@ -686,6 +710,8 @@ namespace OpenSim.Region.Framework.Scenes
686 } 710 }
687 711
688 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);
689 715
690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
691 if (m_generateMaptiles) 717 if (m_generateMaptiles)
@@ -721,9 +747,9 @@ namespace OpenSim.Region.Framework.Scenes
721 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 747 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
722 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 748 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
723 } 749 }
724 catch 750 catch (Exception e)
725 { 751 {
726 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 752 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
727 } 753 }
728 754
729 #endregion Region Config 755 #endregion Region Config
@@ -1133,7 +1159,22 @@ namespace OpenSim.Region.Framework.Scenes
1133 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1159 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1134 if (HeartbeatThread != null) 1160 if (HeartbeatThread != null)
1135 { 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);
1136 HeartbeatThread.Abort(); 1176 HeartbeatThread.Abort();
1177 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1137 HeartbeatThread = null; 1178 HeartbeatThread = null;
1138 } 1179 }
1139 m_lastUpdate = Util.EnvironmentTickCount(); 1180 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1187,9 +1228,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 1228
1188 while (!shuttingdown) 1229 while (!shuttingdown)
1189 Update(); 1230 Update();
1190
1191 m_lastUpdate = Util.EnvironmentTickCount();
1192 m_firstHeartbeat = false;
1193 } 1231 }
1194 catch (ThreadAbortException) 1232 catch (ThreadAbortException)
1195 { 1233 {
@@ -1287,6 +1325,13 @@ namespace OpenSim.Region.Framework.Scenes
1287 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1325 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1288 } 1326 }
1289 1327
1328 // if (Frame % m_update_land == 0)
1329 // {
1330 // int ldMS = Util.EnvironmentTickCount();
1331 // UpdateLand();
1332 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1333 // }
1334
1290 if (Frame % m_update_backup == 0) 1335 if (Frame % m_update_backup == 0)
1291 { 1336 {
1292 int backMS = Util.EnvironmentTickCount(); 1337 int backMS = Util.EnvironmentTickCount();
@@ -1380,12 +1425,16 @@ namespace OpenSim.Region.Framework.Scenes
1380 maintc = Util.EnvironmentTickCountSubtract(maintc); 1425 maintc = Util.EnvironmentTickCountSubtract(maintc);
1381 maintc = (int)(MinFrameTime * 1000) - maintc; 1426 maintc = (int)(MinFrameTime * 1000) - maintc;
1382 1427
1428
1429 m_lastUpdate = Util.EnvironmentTickCount();
1430 m_firstHeartbeat = false;
1431
1383 if (maintc > 0) 1432 if (maintc > 0)
1384 Thread.Sleep(maintc); 1433 Thread.Sleep(maintc);
1385 1434
1386 // Tell the watchdog that this thread is still alive 1435 // Tell the watchdog that this thread is still alive
1387 Watchdog.UpdateThread(); 1436 Watchdog.UpdateThread();
1388 } 1437 }
1389 1438
1390 public void AddGroupTarget(SceneObjectGroup grp) 1439 public void AddGroupTarget(SceneObjectGroup grp)
1391 { 1440 {
@@ -1401,9 +1450,9 @@ namespace OpenSim.Region.Framework.Scenes
1401 1450
1402 private void CheckAtTargets() 1451 private void CheckAtTargets()
1403 { 1452 {
1404 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1453 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1405 lock (m_groupsWithTargets) 1454 lock (m_groupsWithTargets)
1406 objs = m_groupsWithTargets.Values; 1455 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1407 1456
1408 foreach (SceneObjectGroup entry in objs) 1457 foreach (SceneObjectGroup entry in objs)
1409 entry.checkAtTargets(); 1458 entry.checkAtTargets();
@@ -1484,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
1484 msg.fromAgentName = "Server"; 1533 msg.fromAgentName = "Server";
1485 msg.dialog = (byte)19; // Object msg 1534 msg.dialog = (byte)19; // Object msg
1486 msg.fromGroup = false; 1535 msg.fromGroup = false;
1487 msg.offline = (byte)0; 1536 msg.offline = (byte)1;
1488 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1537 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1489 msg.Position = Vector3.Zero; 1538 msg.Position = Vector3.Zero;
1490 msg.RegionID = RegionInfo.RegionID.Guid; 1539 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1715,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1715 /// <returns></returns> 1764 /// <returns></returns>
1716 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)
1717 { 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
1718 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1719 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1720 { 1781 {
1721 pos = RayEnd; 1782 pos = RayEnd;
1722 return pos;
1723 } 1783 }
1724 1784 else if (RayTargetID != UUID.Zero)
1725 if (RayTargetID != UUID.Zero)
1726 { 1785 {
1727 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1728 1787
@@ -1744,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1744 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1745 1804
1746 // 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.
1747 // 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());
1748 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1749 1808
1750 // If we hit something 1809 // If we hit something
@@ -1767,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1767 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1768 1827
1769 } 1828 }
1770
1771 return pos;
1772 } 1829 }
1773 else 1830 else
1774 { 1831 {
1775 // 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.
1776
1777 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1778 1834
1779 // 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.
@@ -1782,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1782 if (ei.HitTF) 1838 if (ei.HitTF)
1783 { 1839 {
1784 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);
1785 } else 1841 }
1842 else
1786 { 1843 {
1787 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1788 pos = RayEnd; 1845 pos = RayEnd;
1789 } 1846 }
1790
1791 return pos;
1792 } 1847 }
1793 } 1848 }
1794 else 1849 else
@@ -1799,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1799 //increase height so its above the ground. 1854 //increase height so its above the ground.
1800 //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?
1801 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1802 return pos; 1857// return pos;
1803 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1804 } 1863 }
1805 1864
1806 1865
@@ -1884,7 +1943,10 @@ namespace OpenSim.Region.Framework.Scenes
1884 public bool AddRestoredSceneObject( 1943 public bool AddRestoredSceneObject(
1885 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1944 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1886 { 1945 {
1887 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;
1888 } 1950 }
1889 1951
1890 /// <summary> 1952 /// <summary>
@@ -1976,6 +2038,15 @@ namespace OpenSim.Region.Framework.Scenes
1976 /// </summary> 2038 /// </summary>
1977 public void DeleteAllSceneObjects() 2039 public void DeleteAllSceneObjects()
1978 { 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>();
1979 lock (Entities) 2050 lock (Entities)
1980 { 2051 {
1981 EntityBase[] entities = Entities.GetEntities(); 2052 EntityBase[] entities = Entities.GetEntities();
@@ -1984,11 +2055,24 @@ namespace OpenSim.Region.Framework.Scenes
1984 if (e is SceneObjectGroup) 2055 if (e is SceneObjectGroup)
1985 { 2056 {
1986 SceneObjectGroup sog = (SceneObjectGroup)e; 2057 SceneObjectGroup sog = (SceneObjectGroup)e;
1987 if (!sog.IsAttachment) 2058 if (sog != null && !sog.IsAttachment)
1988 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 }
1989 } 2069 }
1990 } 2070 }
1991 } 2071 }
2072 if (toReturn.Count > 0)
2073 {
2074 returnObjects(toReturn.ToArray(), UUID.Zero);
2075 }
1992 } 2076 }
1993 2077
1994 /// <summary> 2078 /// <summary>
@@ -2036,6 +2120,8 @@ namespace OpenSim.Region.Framework.Scenes
2036 } 2120 }
2037 2121
2038 group.DeleteGroupFromScene(silent); 2122 group.DeleteGroupFromScene(silent);
2123 if (!silent)
2124 SendKillObject(new List<uint>() { group.LocalId });
2039 2125
2040// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2126// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2041 } 2127 }
@@ -2325,6 +2411,8 @@ namespace OpenSim.Region.Framework.Scenes
2325 2411
2326 if (newPosition != Vector3.Zero) 2412 if (newPosition != Vector3.Zero)
2327 newObject.RootPart.GroupPosition = newPosition; 2413 newObject.RootPart.GroupPosition = newPosition;
2414 if (newObject.RootPart.KeyframeMotion != null)
2415 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2328 2416
2329 if (!AddSceneObject(newObject)) 2417 if (!AddSceneObject(newObject))
2330 { 2418 {
@@ -2393,10 +2481,17 @@ namespace OpenSim.Region.Framework.Scenes
2393 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2481 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2394 public bool AddSceneObject(SceneObjectGroup sceneObject) 2482 public bool AddSceneObject(SceneObjectGroup sceneObject)
2395 { 2483 {
2484 if (sceneObject.OwnerID == UUID.Zero)
2485 {
2486 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2487 return false;
2488 }
2489
2396 // If the user is banned, we won't let any of their objects 2490 // If the user is banned, we won't let any of their objects
2397 // enter. Period. 2491 // enter. Period.
2398 // 2492 //
2399 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2493 int flags = GetUserFlags(sceneObject.OwnerID);
2494 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2400 { 2495 {
2401 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2496 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2402 2497
@@ -2442,12 +2537,23 @@ namespace OpenSim.Region.Framework.Scenes
2442 } 2537 }
2443 else 2538 else
2444 { 2539 {
2540 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2445 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2541 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2446 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2542 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2447 } 2543 }
2544 if (sceneObject.OwnerID == UUID.Zero)
2545 {
2546 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2547 return false;
2548 }
2448 } 2549 }
2449 else 2550 else
2450 { 2551 {
2552 if (sceneObject.OwnerID == UUID.Zero)
2553 {
2554 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2555 return false;
2556 }
2451 AddRestoredSceneObject(sceneObject, true, false); 2557 AddRestoredSceneObject(sceneObject, true, false);
2452 2558
2453 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2559 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2476,6 +2582,24 @@ namespace OpenSim.Region.Framework.Scenes
2476 return 2; // StateSource.PrimCrossing 2582 return 2; // StateSource.PrimCrossing
2477 } 2583 }
2478 2584
2585 public int GetUserFlags(UUID user)
2586 {
2587 //Unfortunately the SP approach means that the value is cached until region is restarted
2588 /*
2589 ScenePresence sp;
2590 if (TryGetScenePresence(user, out sp))
2591 {
2592 return sp.UserFlags;
2593 }
2594 else
2595 {
2596 */
2597 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2598 if (uac == null)
2599 return 0;
2600 return uac.UserFlags;
2601 //}
2602 }
2479 #endregion 2603 #endregion
2480 2604
2481 #region Add/Remove Avatar Methods 2605 #region Add/Remove Avatar Methods
@@ -2490,6 +2614,7 @@ namespace OpenSim.Region.Framework.Scenes
2490 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2614 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2491 2615
2492 CheckHeartbeat(); 2616 CheckHeartbeat();
2617 ScenePresence presence;
2493 2618
2494 ScenePresence sp = GetScenePresence(client.AgentId); 2619 ScenePresence sp = GetScenePresence(client.AgentId);
2495 2620
@@ -2538,7 +2663,13 @@ namespace OpenSim.Region.Framework.Scenes
2538 2663
2539 EventManager.TriggerOnNewClient(client); 2664 EventManager.TriggerOnNewClient(client);
2540 if (vialogin) 2665 if (vialogin)
2666 {
2541 EventManager.TriggerOnClientLogin(client); 2667 EventManager.TriggerOnClientLogin(client);
2668 // Send initial parcel data
2669 Vector3 pos = sp.AbsolutePosition;
2670 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2671 land.SendLandUpdateToClient(client);
2672 }
2542 2673
2543 return sp; 2674 return sp;
2544 } 2675 }
@@ -2628,19 +2759,12 @@ namespace OpenSim.Region.Framework.Scenes
2628 // and the scene presence and the client, if they exist 2759 // and the scene presence and the client, if they exist
2629 try 2760 try
2630 { 2761 {
2631 // We need to wait for the client to make UDP contact first. 2762 ScenePresence sp = GetScenePresence(agentID);
2632 // It's the UDP contact that creates the scene presence 2763 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2633 ScenePresence sp = WaitGetScenePresence(agentID); 2764
2634 if (sp != null) 2765 if (sp != null)
2635 {
2636 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2637
2638 sp.ControllingClient.Close(); 2766 sp.ControllingClient.Close();
2639 } 2767
2640 else
2641 {
2642 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2643 }
2644 // BANG! SLASH! 2768 // BANG! SLASH!
2645 m_authenticateHandler.RemoveCircuit(agentID); 2769 m_authenticateHandler.RemoveCircuit(agentID);
2646 2770
@@ -2741,6 +2865,7 @@ namespace OpenSim.Region.Framework.Scenes
2741 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2865 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2742 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2866 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2743 client.OnCopyInventoryItem += CopyInventoryItem; 2867 client.OnCopyInventoryItem += CopyInventoryItem;
2868 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2744 client.OnMoveInventoryItem += MoveInventoryItem; 2869 client.OnMoveInventoryItem += MoveInventoryItem;
2745 client.OnRemoveInventoryItem += RemoveInventoryItem; 2870 client.OnRemoveInventoryItem += RemoveInventoryItem;
2746 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2871 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2916,15 +3041,16 @@ namespace OpenSim.Region.Framework.Scenes
2916 /// </summary> 3041 /// </summary>
2917 /// <param name="agentId">The avatar's Unique ID</param> 3042 /// <param name="agentId">The avatar's Unique ID</param>
2918 /// <param name="client">The IClientAPI for the client</param> 3043 /// <param name="client">The IClientAPI for the client</param>
2919 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3044 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2920 { 3045 {
2921 if (m_teleportModule != null) 3046 if (m_teleportModule != null)
2922 m_teleportModule.TeleportHome(agentId, client); 3047 return m_teleportModule.TeleportHome(agentId, client);
2923 else 3048 else
2924 { 3049 {
2925 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3050 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2926 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3051 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2927 } 3052 }
3053 return false;
2928 } 3054 }
2929 3055
2930 /// <summary> 3056 /// <summary>
@@ -3034,6 +3160,16 @@ namespace OpenSim.Region.Framework.Scenes
3034 /// <param name="flags"></param> 3160 /// <param name="flags"></param>
3035 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3161 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3036 { 3162 {
3163 //Add half the avatar's height so that the user doesn't fall through prims
3164 ScenePresence presence;
3165 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3166 {
3167 if (presence.Appearance != null)
3168 {
3169 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3170 }
3171 }
3172
3037 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3173 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3038 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3174 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3039 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3175 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3102,8 +3238,9 @@ namespace OpenSim.Region.Framework.Scenes
3102 regions.Remove(RegionInfo.RegionHandle); 3238 regions.Remove(RegionInfo.RegionHandle);
3103 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3239 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3104 } 3240 }
3105 3241 m_log.Debug("[Scene] Beginning ClientClosed");
3106 m_eventManager.TriggerClientClosed(agentID, this); 3242 m_eventManager.TriggerClientClosed(agentID, this);
3243 m_log.Debug("[Scene] Finished ClientClosed");
3107 } 3244 }
3108 catch (NullReferenceException) 3245 catch (NullReferenceException)
3109 { 3246 {
@@ -3165,9 +3302,10 @@ namespace OpenSim.Region.Framework.Scenes
3165 { 3302 {
3166 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3303 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3167 } 3304 }
3168 3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3169 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3170// CleanDroppedAttachments(); 3307// CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building");
3171 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3172 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3173 } 3311 }
@@ -3289,13 +3427,16 @@ namespace OpenSim.Region.Framework.Scenes
3289 sp = null; 3427 sp = null;
3290 } 3428 }
3291 3429
3292 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3293 3430
3294 //On login test land permisions 3431 //On login test land permisions
3295 if (vialogin) 3432 if (vialogin)
3296 { 3433 {
3297 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3434 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3435 if (cache != null)
3436 cache.Remove(agent.firstname + " " + agent.lastname);
3437 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3298 { 3438 {
3439 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3299 return false; 3440 return false;
3300 } 3441 }
3301 } 3442 }
@@ -3319,8 +3460,13 @@ namespace OpenSim.Region.Framework.Scenes
3319 3460
3320 try 3461 try
3321 { 3462 {
3322 if (!AuthorizeUser(agent, out reason)) 3463 // Always check estate if this is a login. Always
3323 return false; 3464 // check if banned regions are to be blacked out.
3465 if (vialogin || (!m_seeIntoBannedRegion))
3466 {
3467 if (!AuthorizeUser(agent, out reason))
3468 return false;
3469 }
3324 } 3470 }
3325 catch (Exception e) 3471 catch (Exception e)
3326 { 3472 {
@@ -3446,6 +3592,8 @@ namespace OpenSim.Region.Framework.Scenes
3446 } 3592 }
3447 3593
3448 // Honor parcel landing type and position. 3594 // Honor parcel landing type and position.
3595 /*
3596 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3449 if (land != null) 3597 if (land != null)
3450 { 3598 {
3451 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3599 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3453,26 +3601,34 @@ namespace OpenSim.Region.Framework.Scenes
3453 agent.startpos = land.LandData.UserLocation; 3601 agent.startpos = land.LandData.UserLocation;
3454 } 3602 }
3455 } 3603 }
3604 */// This is now handled properly in ScenePresence.MakeRootAgent
3456 } 3605 }
3457 3606
3458 return true; 3607 return true;
3459 } 3608 }
3460 3609
3461 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3610 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3462 { 3611 {
3463 3612 reason = String.Empty;
3464 bool banned = land.IsBannedFromLand(agent.AgentID); 3613 if (Permissions.IsGod(agentID))
3465 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3614 return true;
3615
3616 ILandObject land = LandChannel.GetLandObject(posX, posY);
3617 if (land == null)
3618 return false;
3619
3620 bool banned = land.IsBannedFromLand(agentID);
3621 bool restricted = land.IsRestrictedFromLand(agentID);
3466 3622
3467 if (banned || restricted) 3623 if (banned || restricted)
3468 { 3624 {
3469 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3625 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3470 if (nearestParcel != null) 3626 if (nearestParcel != null)
3471 { 3627 {
3472 //Move agent to nearest allowed 3628 //Move agent to nearest allowed
3473 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3629 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3474 agent.startpos.X = newPosition.X; 3630 posX = newPosition.X;
3475 agent.startpos.Y = newPosition.Y; 3631 posY = newPosition.Y;
3476 } 3632 }
3477 else 3633 else
3478 { 3634 {
@@ -3534,7 +3690,7 @@ namespace OpenSim.Region.Framework.Scenes
3534 3690
3535 if (!m_strictAccessControl) return true; 3691 if (!m_strictAccessControl) return true;
3536 if (Permissions.IsGod(agent.AgentID)) return true; 3692 if (Permissions.IsGod(agent.AgentID)) return true;
3537 3693
3538 if (AuthorizationService != null) 3694 if (AuthorizationService != null)
3539 { 3695 {
3540 if (!AuthorizationService.IsAuthorizedForRegion( 3696 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3542,14 +3698,14 @@ namespace OpenSim.Region.Framework.Scenes
3542 { 3698 {
3543 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3699 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3544 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3700 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3545 3701
3546 return false; 3702 return false;
3547 } 3703 }
3548 } 3704 }
3549 3705
3550 if (m_regInfo.EstateSettings != null) 3706 if (m_regInfo.EstateSettings != null)
3551 { 3707 {
3552 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3708 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3553 { 3709 {
3554 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3710 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3555 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3711 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3741,6 +3897,13 @@ namespace OpenSim.Region.Framework.Scenes
3741 3897
3742 // We have to wait until the viewer contacts this region after receiving EAC. 3898 // We have to wait until the viewer contacts this region after receiving EAC.
3743 // That calls AddNewClient, which finally creates the ScenePresence 3899 // That calls AddNewClient, which finally creates the ScenePresence
3900 int flags = GetUserFlags(cAgentData.AgentID);
3901 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3902 {
3903 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3904 return false;
3905 }
3906
3744 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3907 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3745 if (nearestParcel == null) 3908 if (nearestParcel == null)
3746 { 3909 {
@@ -3822,12 +3985,22 @@ namespace OpenSim.Region.Framework.Scenes
3822 return false; 3985 return false;
3823 } 3986 }
3824 3987
3988 public bool IncomingCloseAgent(UUID agentID)
3989 {
3990 return IncomingCloseAgent(agentID, false);
3991 }
3992
3993 public bool IncomingCloseChildAgent(UUID agentID)
3994 {
3995 return IncomingCloseAgent(agentID, true);
3996 }
3997
3825 /// <summary> 3998 /// <summary>
3826 /// Tell a single agent to disconnect from the region. 3999 /// Tell a single agent to disconnect from the region.
3827 /// </summary> 4000 /// </summary>
3828 /// <param name="regionHandle"></param>
3829 /// <param name="agentID"></param> 4001 /// <param name="agentID"></param>
3830 public bool IncomingCloseAgent(UUID agentID) 4002 /// <param name="childOnly"></param>
4003 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3831 { 4004 {
3832 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4005 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3833 4006
@@ -3839,7 +4012,7 @@ namespace OpenSim.Region.Framework.Scenes
3839 { 4012 {
3840 m_sceneGraph.removeUserCount(false); 4013 m_sceneGraph.removeUserCount(false);
3841 } 4014 }
3842 else 4015 else if (!childOnly)
3843 { 4016 {
3844 m_sceneGraph.removeUserCount(true); 4017 m_sceneGraph.removeUserCount(true);
3845 } 4018 }
@@ -3855,9 +4028,12 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4028 }
3856 else 4029 else
3857 presence.ControllingClient.SendShutdownConnectionNotice(); 4030 presence.ControllingClient.SendShutdownConnectionNotice();
4031 presence.ControllingClient.Close(false);
4032 }
4033 else if (!childOnly)
4034 {
4035 presence.ControllingClient.Close(true);
3858 } 4036 }
3859
3860 presence.ControllingClient.Close();
3861 return true; 4037 return true;
3862 } 4038 }
3863 4039
@@ -4439,34 +4615,78 @@ namespace OpenSim.Region.Framework.Scenes
4439 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4615 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4440 } 4616 }
4441 4617
4442 public int GetHealth() 4618 public int GetHealth(out int flags, out string message)
4443 { 4619 {
4444 // Returns: 4620 // Returns:
4445 // 1 = sim is up and accepting http requests. The heartbeat has 4621 // 1 = sim is up and accepting http requests. The heartbeat has
4446 // stopped and the sim is probably locked up, but a remote 4622 // stopped and the sim is probably locked up, but a remote
4447 // admin restart may succeed 4623 // admin restart may succeed
4448 // 4624 //
4449 // 2 = Sim is up and the heartbeat is running. The sim is likely 4625 // 2 = Sim is up and the heartbeat is running. The sim is likely
4450 // usable for people within and logins _may_ work 4626 // usable for people within
4451 // 4627 //
4452 // 3 = We have seen a new user enter within the past 4 minutes 4628 // 3 = Sim is up and one packet thread is running. Sim is
4629 // unstable and will not accept new logins
4630 //
4631 // 4 = Sim is up and both packet threads are running. Sim is
4632 // likely usable
4633 //
4634 // 5 = We have seen a new user enter within the past 4 minutes
4453 // which can be seen as positive confirmation of sim health 4635 // which can be seen as positive confirmation of sim health
4454 // 4636 //
4637
4638 flags = 0;
4639 message = String.Empty;
4640
4641 CheckHeartbeat();
4642
4643 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4644 {
4645 // We're still starting
4646 // 0 means "in startup", it can't happen another way, since
4647 // to get here, we must be able to accept http connections
4648 return 0;
4649 }
4650
4455 int health=1; // Start at 1, means we're up 4651 int health=1; // Start at 1, means we're up
4456 4652
4457 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4653 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4654 {
4655 health+=1;
4656 flags |= 1;
4657 }
4658
4659 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4660 {
4661 health+=1;
4662 flags |= 2;
4663 }
4664
4665 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4666 {
4458 health+=1; 4667 health+=1;
4668 flags |= 4;
4669 }
4459 else 4670 else
4671 {
4672int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4673System.Diagnostics.Process proc = new System.Diagnostics.Process();
4674proc.EnableRaisingEvents=false;
4675proc.StartInfo.FileName = "/bin/kill";
4676proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4677proc.Start();
4678proc.WaitForExit();
4679Thread.Sleep(1000);
4680Environment.Exit(1);
4681 }
4682
4683 if (flags != 7)
4460 return health; 4684 return health;
4461 4685
4462 // A login in the last 4 mins? We can't be doing too badly 4686 // A login in the last 4 mins? We can't be doing too badly
4463 // 4687 //
4464 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4688 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4465 health++; 4689 health++;
4466 else
4467 return health;
4468
4469 CheckHeartbeat();
4470 4690
4471 return health; 4691 return health;
4472 } 4692 }
@@ -4555,7 +4775,7 @@ namespace OpenSim.Region.Framework.Scenes
4555 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4775 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4556 if (wasUsingPhysics) 4776 if (wasUsingPhysics)
4557 { 4777 {
4558 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 4778 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
4559 } 4779 }
4560 } 4780 }
4561 4781
@@ -4659,7 +4879,7 @@ namespace OpenSim.Region.Framework.Scenes
4659 if (m_firstHeartbeat) 4879 if (m_firstHeartbeat)
4660 return; 4880 return;
4661 4881
4662 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4882 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4663 StartTimer(); 4883 StartTimer();
4664 } 4884 }
4665 4885
@@ -4673,9 +4893,14 @@ namespace OpenSim.Region.Framework.Scenes
4673 get { return m_allowScriptCrossings; } 4893 get { return m_allowScriptCrossings; }
4674 } 4894 }
4675 4895
4676 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4896 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4897 {
4898 return GetNearestAllowedPosition(avatar, null);
4899 }
4900
4901 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4677 { 4902 {
4678 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4903 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4679 4904
4680 if (nearestParcel != null) 4905 if (nearestParcel != null)
4681 { 4906 {
@@ -4684,10 +4909,7 @@ namespace OpenSim.Region.Framework.Scenes
4684 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4909 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4685 if (nearestPoint != null) 4910 if (nearestPoint != null)
4686 { 4911 {
4687// m_log.DebugFormat( 4912 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4688// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4689// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4690
4691 return nearestPoint.Value; 4913 return nearestPoint.Value;
4692 } 4914 }
4693 4915
@@ -4697,17 +4919,20 @@ namespace OpenSim.Region.Framework.Scenes
4697 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4919 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4698 if (nearestPoint != null) 4920 if (nearestPoint != null)
4699 { 4921 {
4700// m_log.DebugFormat( 4922 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4701// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4702
4703 return nearestPoint.Value; 4923 return nearestPoint.Value;
4704 } 4924 }
4705 4925
4706 //Ultimate backup if we have no idea where they are 4926 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4707// m_log.DebugFormat( 4927 if (dest != excludeParcel)
4708// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 4928 {
4929 // Ultimate backup if we have no idea where they are and
4930 // the last allowed position was in another parcel
4931 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
4932 return avatar.lastKnownAllowedPosition;
4933 }
4709 4934
4710 return avatar.lastKnownAllowedPosition; 4935 // else fall through to region edge
4711 } 4936 }
4712 4937
4713 //Go to the edge, this happens in teleporting to a region with no available parcels 4938 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4741,13 +4966,18 @@ namespace OpenSim.Region.Framework.Scenes
4741 4966
4742 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4967 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4743 { 4968 {
4969 return GetNearestAllowedParcel(avatarId, x, y, null);
4970 }
4971
4972 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4973 {
4744 List<ILandObject> all = AllParcels(); 4974 List<ILandObject> all = AllParcels();
4745 float minParcelDistance = float.MaxValue; 4975 float minParcelDistance = float.MaxValue;
4746 ILandObject nearestParcel = null; 4976 ILandObject nearestParcel = null;
4747 4977
4748 foreach (var parcel in all) 4978 foreach (var parcel in all)
4749 { 4979 {
4750 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4980 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4751 { 4981 {
4752 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4982 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4753 if (parcelDistance < minParcelDistance) 4983 if (parcelDistance < minParcelDistance)
@@ -4989,7 +5219,55 @@ namespace OpenSim.Region.Framework.Scenes
4989 mapModule.GenerateMaptile(); 5219 mapModule.GenerateMaptile();
4990 } 5220 }
4991 5221
4992 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5222// public void CleanDroppedAttachments()
5223// {
5224// List<SceneObjectGroup> objectsToDelete =
5225// new List<SceneObjectGroup>();
5226//
5227// lock (m_cleaningAttachments)
5228// {
5229// ForEachSOG(delegate (SceneObjectGroup grp)
5230// {
5231// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5232// {
5233// UUID agentID = grp.OwnerID;
5234// if (agentID == UUID.Zero)
5235// {
5236// objectsToDelete.Add(grp);
5237// return;
5238// }
5239//
5240// ScenePresence sp = GetScenePresence(agentID);
5241// if (sp == null)
5242// {
5243// objectsToDelete.Add(grp);
5244// return;
5245// }
5246// }
5247// });
5248// }
5249//
5250// foreach (SceneObjectGroup grp in objectsToDelete)
5251// {
5252// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5253// DeleteSceneObject(grp, true);
5254// }
5255// }
5256
5257 public void ThreadAlive(int threadCode)
5258 {
5259 switch(threadCode)
5260 {
5261 case 1: // Incoming
5262 m_lastIncoming = Util.EnvironmentTickCount();
5263 break;
5264 case 2: // Incoming
5265 m_lastOutgoing = Util.EnvironmentTickCount();
5266 break;
5267 }
5268 }
5269
5270 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
4993 { 5271 {
4994 RegenerateMaptile(); 5272 RegenerateMaptile();
4995 5273
@@ -5008,6 +5286,14 @@ namespace OpenSim.Region.Framework.Scenes
5008 // child agent creation, thereby emulating the SL behavior. 5286 // child agent creation, thereby emulating the SL behavior.
5009 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5287 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5010 { 5288 {
5289 reason = "You are banned from the region";
5290
5291 if (Permissions.IsGod(agentID))
5292 {
5293 reason = String.Empty;
5294 return true;
5295 }
5296
5011 int num = m_sceneGraph.GetNumberOfScenePresences(); 5297 int num = m_sceneGraph.GetNumberOfScenePresences();
5012 5298
5013 if (num >= RegionInfo.RegionSettings.AgentLimit) 5299 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5019,6 +5305,41 @@ namespace OpenSim.Region.Framework.Scenes
5019 } 5305 }
5020 } 5306 }
5021 5307
5308 ScenePresence presence = GetScenePresence(agentID);
5309 IClientAPI client = null;
5310 AgentCircuitData aCircuit = null;
5311
5312 if (presence != null)
5313 {
5314 client = presence.ControllingClient;
5315 if (client != null)
5316 aCircuit = client.RequestClientInfo();
5317 }
5318
5319 // We may be called before there is a presence or a client.
5320 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5321 if (client == null)
5322 {
5323 aCircuit = new AgentCircuitData();
5324 aCircuit.AgentID = agentID;
5325 aCircuit.firstname = String.Empty;
5326 aCircuit.lastname = String.Empty;
5327 }
5328
5329 try
5330 {
5331 if (!AuthorizeUser(aCircuit, out reason))
5332 {
5333 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5334 return false;
5335 }
5336 }
5337 catch (Exception e)
5338 {
5339 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5340 return false;
5341 }
5342
5022 if (position == Vector3.Zero) // Teleport 5343 if (position == Vector3.Zero) // Teleport
5023 { 5344 {
5024 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5345 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5047,13 +5368,46 @@ namespace OpenSim.Region.Framework.Scenes
5047 } 5368 }
5048 } 5369 }
5049 } 5370 }
5371
5372 float posX = 128.0f;
5373 float posY = 128.0f;
5374
5375 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5376 {
5377 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5378 return false;
5379 }
5380 }
5381 else // Walking
5382 {
5383 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5384 if (land == null)
5385 return false;
5386
5387 bool banned = land.IsBannedFromLand(agentID);
5388 bool restricted = land.IsRestrictedFromLand(agentID);
5389
5390 if (banned || restricted)
5391 return false;
5050 } 5392 }
5051 5393
5052 reason = String.Empty; 5394 reason = String.Empty;
5053 return true; 5395 return true;
5054 } 5396 }
5055 5397
5056 /// <summary> 5398 public void StartTimerWatchdog()
5399 {
5400 m_timerWatchdog.Interval = 1000;
5401 m_timerWatchdog.Elapsed += TimerWatchdog;
5402 m_timerWatchdog.AutoReset = true;
5403 m_timerWatchdog.Start();
5404 }
5405
5406 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5407 {
5408 CheckHeartbeat();
5409 }
5410
5057 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5411 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5058 /// autopilot that moves an avatar to a sit target!. 5412 /// autopilot that moves an avatar to a sit target!.
5059 /// </summary> 5413 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 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 66fb493..a3206015 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();
@@ -265,6 +280,33 @@ namespace OpenSim.Region.Framework.Scenes
265 protected internal bool AddRestoredSceneObject( 280 protected internal bool AddRestoredSceneObject(
266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
267 { 282 {
283 if (!m_parentScene.CombineRegions)
284 {
285 // KF: Check for out-of-region, move inside and make static.
286 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
287 sceneObject.RootPart.GroupPosition.Y,
288 sceneObject.RootPart.GroupPosition.Z);
289 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 ||
290 npos.X > Constants.RegionSize ||
291 npos.Y > Constants.RegionSize))
292 {
293 if (npos.X < 0.0) npos.X = 1.0f;
294 if (npos.Y < 0.0) npos.Y = 1.0f;
295 if (npos.Z < 0.0) npos.Z = 0.0f;
296 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
297 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
298
299 foreach (SceneObjectPart part in sceneObject.Parts)
300 {
301 part.GroupPosition = npos;
302 }
303 sceneObject.RootPart.Velocity = Vector3.Zero;
304 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
305 sceneObject.RootPart.Acceleration = Vector3.Zero;
306 sceneObject.RootPart.Velocity = Vector3.Zero;
307 }
308 }
309
268 if (attachToBackup && (!alreadyPersisted)) 310 if (attachToBackup && (!alreadyPersisted))
269 { 311 {
270 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -354,6 +396,11 @@ namespace OpenSim.Region.Framework.Scenes
354 /// </returns> 396 /// </returns>
355 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 397 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
356 { 398 {
399 if (sceneObject == null)
400 {
401 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
402 return false;
403 }
357 if (sceneObject.UUID == UUID.Zero) 404 if (sceneObject.UUID == UUID.Zero)
358 { 405 {
359 m_log.ErrorFormat( 406 m_log.ErrorFormat(
@@ -488,6 +535,30 @@ namespace OpenSim.Region.Framework.Scenes
488 m_updateList[obj.UUID] = obj; 535 m_updateList[obj.UUID] = obj;
489 } 536 }
490 537
538 public void FireAttachToBackup(SceneObjectGroup obj)
539 {
540 if (OnAttachToBackup != null)
541 {
542 OnAttachToBackup(obj);
543 }
544 }
545
546 public void FireDetachFromBackup(SceneObjectGroup obj)
547 {
548 if (OnDetachFromBackup != null)
549 {
550 OnDetachFromBackup(obj);
551 }
552 }
553
554 public void FireChangeBackup(SceneObjectGroup obj)
555 {
556 if (OnChangeBackup != null)
557 {
558 OnChangeBackup(obj);
559 }
560 }
561
491 /// <summary> 562 /// <summary>
492 /// Process all pending updates 563 /// Process all pending updates
493 /// </summary> 564 /// </summary>
@@ -605,7 +676,8 @@ namespace OpenSim.Region.Framework.Scenes
605 676
606 Entities[presence.UUID] = presence; 677 Entities[presence.UUID] = presence;
607 678
608 lock (m_presenceLock) 679 m_scenePresencesLock.EnterWriteLock();
680 try
609 { 681 {
610 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 682 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
611 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 683 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -629,6 +701,10 @@ namespace OpenSim.Region.Framework.Scenes
629 m_scenePresenceMap = newmap; 701 m_scenePresenceMap = newmap;
630 m_scenePresenceArray = newlist; 702 m_scenePresenceArray = newlist;
631 } 703 }
704 finally
705 {
706 m_scenePresencesLock.ExitWriteLock();
707 }
632 } 708 }
633 709
634 /// <summary> 710 /// <summary>
@@ -643,7 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
643 agentID); 719 agentID);
644 } 720 }
645 721
646 lock (m_presenceLock) 722 m_scenePresencesLock.EnterWriteLock();
723 try
647 { 724 {
648 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 725 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
649 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 726 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -665,6 +742,10 @@ namespace OpenSim.Region.Framework.Scenes
665 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 742 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
666 } 743 }
667 } 744 }
745 finally
746 {
747 m_scenePresencesLock.ExitWriteLock();
748 }
668 } 749 }
669 750
670 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 751 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1380,8 +1461,13 @@ namespace OpenSim.Region.Framework.Scenes
1380 { 1461 {
1381 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1462 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1382 { 1463 {
1383 if (m_parentScene.AttachmentsModule != null) 1464 // Set the new attachment point data in the object
1384 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1465 byte attachmentPoint = group.GetAttachmentPoint();
1466 group.UpdateGroupPosition(pos);
1467 group.IsAttachment = false;
1468 group.AbsolutePosition = group.RootPart.AttachedPos;
1469 group.AttachmentPoint = attachmentPoint;
1470 group.HasGroupChanged = true;
1385 } 1471 }
1386 else 1472 else
1387 { 1473 {
@@ -1645,6 +1731,12 @@ namespace OpenSim.Region.Framework.Scenes
1645 /// <param name="childPrims"></param> 1731 /// <param name="childPrims"></param>
1646 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1732 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1647 { 1733 {
1734 if (root.KeyframeMotion != null)
1735 {
1736 root.KeyframeMotion.Stop();
1737 root.KeyframeMotion = null;
1738 }
1739
1648 SceneObjectGroup parentGroup = root.ParentGroup; 1740 SceneObjectGroup parentGroup = root.ParentGroup;
1649 if (parentGroup == null) return; 1741 if (parentGroup == null) return;
1650 1742
@@ -1653,8 +1745,11 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1745 return;
1654 1746
1655 Monitor.Enter(m_updateLock); 1747 Monitor.Enter(m_updateLock);
1748
1656 try 1749 try
1657 { 1750 {
1751 parentGroup.areUpdatesSuspended = true;
1752
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1753 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1754
1660 // We do this in reverse to get the link order of the prims correct 1755 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1764,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1764 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1765 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1766 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1767
1673 child.RootPart.SalePrice = 10; 1768 if (child != null)
1674 childGroups.Add(child); 1769 {
1770 child.RootPart.ObjectSaleType = 0;
1771 child.RootPart.SalePrice = 10;
1772 childGroups.Add(child);
1773 }
1675 } 1774 }
1676 1775
1677 foreach (SceneObjectGroup child in childGroups) 1776 foreach (SceneObjectGroup child in childGroups)
@@ -1698,6 +1797,16 @@ namespace OpenSim.Region.Framework.Scenes
1698 } 1797 }
1699 finally 1798 finally
1700 { 1799 {
1800 lock (SceneObjectGroupsByLocalPartID)
1801 {
1802 foreach (SceneObjectPart part in parentGroup.Parts)
1803 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1804 }
1805
1806 parentGroup.areUpdatesSuspended = false;
1807 parentGroup.HasGroupChanged = true;
1808 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1809 parentGroup.ScheduleGroupForFullUpdate();
1701 Monitor.Exit(m_updateLock); 1810 Monitor.Exit(m_updateLock);
1702 } 1811 }
1703 } 1812 }
@@ -1720,6 +1829,11 @@ namespace OpenSim.Region.Framework.Scenes
1720 { 1829 {
1721 if (part != null) 1830 if (part != null)
1722 { 1831 {
1832 if (part.KeyframeMotion != null)
1833 {
1834 part.KeyframeMotion.Stop();
1835 part.KeyframeMotion = null;
1836 }
1723 if (part.ParentGroup.PrimCount != 1) // Skip single 1837 if (part.ParentGroup.PrimCount != 1) // Skip single
1724 { 1838 {
1725 if (part.LinkNum < 2) // Root 1839 if (part.LinkNum < 2) // Root
@@ -1734,21 +1848,24 @@ namespace OpenSim.Region.Framework.Scenes
1734 1848
1735 SceneObjectGroup group = part.ParentGroup; 1849 SceneObjectGroup group = part.ParentGroup;
1736 if (!affectedGroups.Contains(group)) 1850 if (!affectedGroups.Contains(group))
1851 {
1852 group.areUpdatesSuspended = true;
1737 affectedGroups.Add(group); 1853 affectedGroups.Add(group);
1854 }
1738 } 1855 }
1739 } 1856 }
1740 } 1857 }
1741 1858
1742 foreach (SceneObjectPart child in childParts) 1859 if (childParts.Count > 0)
1743 { 1860 {
1744 // Unlink all child parts from their groups 1861 foreach (SceneObjectPart child in childParts)
1745 // 1862 {
1746 child.ParentGroup.DelinkFromGroup(child, true); 1863 // Unlink all child parts from their groups
1747 1864 //
1748 // These are not in affected groups and will not be 1865 child.ParentGroup.DelinkFromGroup(child, true);
1749 // handled further. Do the honors here. 1866 child.ParentGroup.HasGroupChanged = true;
1750 child.ParentGroup.HasGroupChanged = true; 1867 child.ParentGroup.ScheduleGroupForFullUpdate();
1751 child.ParentGroup.ScheduleGroupForFullUpdate(); 1868 }
1752 } 1869 }
1753 1870
1754 foreach (SceneObjectPart root in rootParts) 1871 foreach (SceneObjectPart root in rootParts)
@@ -1758,56 +1875,68 @@ namespace OpenSim.Region.Framework.Scenes
1758 // However, editing linked parts and unlinking may be different 1875 // However, editing linked parts and unlinking may be different
1759 // 1876 //
1760 SceneObjectGroup group = root.ParentGroup; 1877 SceneObjectGroup group = root.ParentGroup;
1878 group.areUpdatesSuspended = true;
1761 1879
1762 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1880 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1763 int numChildren = newSet.Count; 1881 int numChildren = newSet.Count;
1764 1882
1883 if (numChildren == 1)
1884 break;
1885
1765 // If there are prims left in a link set, but the root is 1886 // If there are prims left in a link set, but the root is
1766 // slated for unlink, we need to do this 1887 // slated for unlink, we need to do this
1888 // Unlink the remaining set
1767 // 1889 //
1768 if (numChildren != 1) 1890 bool sendEventsToRemainder = true;
1769 { 1891 if (numChildren > 1)
1770 // Unlink the remaining set 1892 sendEventsToRemainder = false;
1771 //
1772 bool sendEventsToRemainder = true;
1773 if (numChildren > 1)
1774 sendEventsToRemainder = false;
1775 1893
1776 foreach (SceneObjectPart p in newSet) 1894 foreach (SceneObjectPart p in newSet)
1895 {
1896 if (p != group.RootPart)
1777 { 1897 {
1778 if (p != group.RootPart) 1898 group.DelinkFromGroup(p, sendEventsToRemainder);
1779 group.DelinkFromGroup(p, sendEventsToRemainder); 1899 if (numChildren > 2)
1900 {
1901 p.ParentGroup.areUpdatesSuspended = true;
1902 }
1903 else
1904 {
1905 p.ParentGroup.HasGroupChanged = true;
1906 p.ParentGroup.ScheduleGroupForFullUpdate();
1907 }
1780 } 1908 }
1909 }
1910
1911 // If there is more than one prim remaining, we
1912 // need to re-link
1913 //
1914 if (numChildren > 2)
1915 {
1916 // Remove old root
1917 //
1918 if (newSet.Contains(root))
1919 newSet.Remove(root);
1781 1920
1782 // If there is more than one prim remaining, we 1921 // Preserve link ordering
1783 // need to re-link
1784 // 1922 //
1785 if (numChildren > 2) 1923 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1786 { 1924 {
1787 // Remove old root 1925 return a.LinkNum.CompareTo(b.LinkNum);
1788 // 1926 });
1789 if (newSet.Contains(root))
1790 newSet.Remove(root);
1791
1792 // Preserve link ordering
1793 //
1794 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1795 {
1796 return a.LinkNum.CompareTo(b.LinkNum);
1797 });
1798 1927
1799 // Determine new root 1928 // Determine new root
1800 // 1929 //
1801 SceneObjectPart newRoot = newSet[0]; 1930 SceneObjectPart newRoot = newSet[0];
1802 newSet.RemoveAt(0); 1931 newSet.RemoveAt(0);
1803 1932
1804 foreach (SceneObjectPart newChild in newSet) 1933 foreach (SceneObjectPart newChild in newSet)
1805 newChild.ClearUpdateSchedule(); 1934 newChild.ClearUpdateSchedule();
1806 1935
1807 LinkObjects(newRoot, newSet); 1936 newRoot.ParentGroup.areUpdatesSuspended = true;
1808 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1937 LinkObjects(newRoot, newSet);
1809 affectedGroups.Add(newRoot.ParentGroup); 1938 if (!affectedGroups.Contains(newRoot.ParentGroup))
1810 } 1939 affectedGroups.Add(newRoot.ParentGroup);
1811 } 1940 }
1812 } 1941 }
1813 1942
@@ -1815,8 +1944,14 @@ namespace OpenSim.Region.Framework.Scenes
1815 // 1944 //
1816 foreach (SceneObjectGroup g in affectedGroups) 1945 foreach (SceneObjectGroup g in affectedGroups)
1817 { 1946 {
1947 // Child prims that have been unlinked and deleted will
1948 // return unless the root is deleted. This will remove them
1949 // from the database. They will be rewritten immediately,
1950 // minus the rows for the unlinked child prims.
1951 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1818 g.TriggerScriptChangedEvent(Changed.LINK); 1952 g.TriggerScriptChangedEvent(Changed.LINK);
1819 g.HasGroupChanged = true; // Persist 1953 g.HasGroupChanged = true; // Persist
1954 g.areUpdatesSuspended = false;
1820 g.ScheduleGroupForFullUpdate(); 1955 g.ScheduleGroupForFullUpdate();
1821 } 1956 }
1822 } 1957 }
@@ -1918,9 +2053,6 @@ namespace OpenSim.Region.Framework.Scenes
1918 child.ApplyNextOwnerPermissions(); 2053 child.ApplyNextOwnerPermissions();
1919 } 2054 }
1920 } 2055 }
1921
1922 copy.RootPart.ObjectSaleType = 0;
1923 copy.RootPart.SalePrice = 10;
1924 } 2056 }
1925 2057
1926 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2058 // 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..c9ea8e4 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 +462,98 @@ 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
553 foreach (SceneObjectPart part in m_parts.GetArray())
554 {
555 part.IgnoreUndoUpdate = true;
556 }
399 if (RootPart.GetStatusSandbox()) 557 if (RootPart.GetStatusSandbox())
400 { 558 {
401 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 559 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -409,10 +567,30 @@ namespace OpenSim.Region.Framework.Scenes
409 return; 567 return;
410 } 568 }
411 } 569 }
412
413 SceneObjectPart[] parts = m_parts.GetArray(); 570 SceneObjectPart[] parts = m_parts.GetArray();
414 for (int i = 0; i < parts.Length; i++) 571 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
415 parts[i].GroupPosition = val; 572 if (m_dupeInProgress)
573 triggerScriptEvent = false;
574 foreach (SceneObjectPart part in parts)
575 {
576 part.GroupPosition = val;
577 if (triggerScriptEvent)
578 part.TriggerScriptChangedEvent(Changed.POSITION);
579 }
580 if (!m_dupeInProgress)
581 {
582 foreach (ScenePresence av in m_linkedAvatars)
583 {
584 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
585 if (p != null && m_parts.TryGetValue(p.UUID, out p))
586 {
587 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
588 av.AbsolutePosition += offset;
589 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
590 av.SendAvatarDataToAllAgents();
591 }
592 }
593 }
416 594
417 //if (m_rootPart.PhysActor != null) 595 //if (m_rootPart.PhysActor != null)
418 //{ 596 //{
@@ -427,6 +605,29 @@ namespace OpenSim.Region.Framework.Scenes
427 } 605 }
428 } 606 }
429 607
608 public override Vector3 Velocity
609 {
610 get { return RootPart.Velocity; }
611 set { RootPart.Velocity = value; }
612 }
613
614 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
615 {
616 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
617 ScenePresence agent = icon.EndInvoke(iar);
618
619 //// If the cross was successful, this agent is a child agent
620 //if (agent.IsChildAgent)
621 // agent.Reset();
622 //else // Not successful
623 // agent.RestoreInCurrentScene();
624
625 // In any case
626 agent.IsInTransit = false;
627
628 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
629 }
630
430 public override uint LocalId 631 public override uint LocalId
431 { 632 {
432 get { return m_rootPart.LocalId; } 633 get { return m_rootPart.LocalId; }
@@ -519,6 +720,8 @@ namespace OpenSim.Region.Framework.Scenes
519 child.PhysActor.Selected = value; 720 child.PhysActor.Selected = value;
520 } 721 }
521 } 722 }
723 if (RootPart.KeyframeMotion != null)
724 RootPart.KeyframeMotion.Selected = value;
522 } 725 }
523 } 726 }
524 727
@@ -578,6 +781,7 @@ namespace OpenSim.Region.Framework.Scenes
578 /// </summary> 781 /// </summary>
579 public SceneObjectGroup() 782 public SceneObjectGroup()
580 { 783 {
784
581 } 785 }
582 786
583 /// <summary> 787 /// <summary>
@@ -594,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
594 /// Constructor. This object is added to the scene later via AttachToScene() 798 /// Constructor. This object is added to the scene later via AttachToScene()
595 /// </summary> 799 /// </summary>
596 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 800 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
597 { 801 {
598 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 802 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
599 } 803 }
600 804
@@ -642,6 +846,9 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 846 /// </summary>
643 public virtual void AttachToBackup() 847 public virtual void AttachToBackup()
644 { 848 {
849 if (IsAttachment) return;
850 m_scene.SceneGraph.FireAttachToBackup(this);
851
645 if (InSceneBackup) 852 if (InSceneBackup)
646 { 853 {
647 //m_log.DebugFormat( 854 //m_log.DebugFormat(
@@ -684,6 +891,13 @@ namespace OpenSim.Region.Framework.Scenes
684 891
685 ApplyPhysics(); 892 ApplyPhysics();
686 893
894 if (RootPart.PhysActor != null)
895 RootPart.Force = RootPart.Force;
896 if (RootPart.PhysActor != null)
897 RootPart.Torque = RootPart.Torque;
898 if (RootPart.PhysActor != null)
899 RootPart.Buoyancy = RootPart.Buoyancy;
900
687 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 901 // 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. 902 // for the same object with very different properties. The caller must schedule the update.
689 //ScheduleGroupForFullUpdate(); 903 //ScheduleGroupForFullUpdate();
@@ -699,6 +913,10 @@ namespace OpenSim.Region.Framework.Scenes
699 EntityIntersection result = new EntityIntersection(); 913 EntityIntersection result = new EntityIntersection();
700 914
701 SceneObjectPart[] parts = m_parts.GetArray(); 915 SceneObjectPart[] parts = m_parts.GetArray();
916
917 // Find closest hit here
918 float idist = float.MaxValue;
919
702 for (int i = 0; i < parts.Length; i++) 920 for (int i = 0; i < parts.Length; i++)
703 { 921 {
704 SceneObjectPart part = parts[i]; 922 SceneObjectPart part = parts[i];
@@ -713,11 +931,6 @@ namespace OpenSim.Region.Framework.Scenes
713 931
714 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 932 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
715 933
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) 934 if (inter.HitTF)
722 { 935 {
723 // We need to find the closest prim to return to the testcaller along the ray 936 // We need to find the closest prim to return to the testcaller along the ray
@@ -728,10 +941,11 @@ namespace OpenSim.Region.Framework.Scenes
728 result.obj = part; 941 result.obj = part;
729 result.normal = inter.normal; 942 result.normal = inter.normal;
730 result.distance = inter.distance; 943 result.distance = inter.distance;
944
945 idist = inter.distance;
731 } 946 }
732 } 947 }
733 } 948 }
734
735 return result; 949 return result;
736 } 950 }
737 951
@@ -751,17 +965,19 @@ namespace OpenSim.Region.Framework.Scenes
751 minZ = 8192f; 965 minZ = 8192f;
752 966
753 SceneObjectPart[] parts = m_parts.GetArray(); 967 SceneObjectPart[] parts = m_parts.GetArray();
754 for (int i = 0; i < parts.Length; i++) 968 foreach (SceneObjectPart part in parts)
755 { 969 {
756 SceneObjectPart part = parts[i];
757
758 Vector3 worldPos = part.GetWorldPosition(); 970 Vector3 worldPos = part.GetWorldPosition();
759 Vector3 offset = worldPos - AbsolutePosition; 971 Vector3 offset = worldPos - AbsolutePosition;
760 Quaternion worldRot; 972 Quaternion worldRot;
761 if (part.ParentID == 0) 973 if (part.ParentID == 0)
974 {
762 worldRot = part.RotationOffset; 975 worldRot = part.RotationOffset;
976 }
763 else 977 else
978 {
764 worldRot = part.GetWorldRotation(); 979 worldRot = part.GetWorldRotation();
980 }
765 981
766 Vector3 frontTopLeft; 982 Vector3 frontTopLeft;
767 Vector3 frontTopRight; 983 Vector3 frontTopRight;
@@ -773,6 +989,8 @@ namespace OpenSim.Region.Framework.Scenes
773 Vector3 backBottomLeft; 989 Vector3 backBottomLeft;
774 Vector3 backBottomRight; 990 Vector3 backBottomRight;
775 991
992 // Vector3[] corners = new Vector3[8];
993
776 Vector3 orig = Vector3.Zero; 994 Vector3 orig = Vector3.Zero;
777 995
778 frontTopLeft.X = orig.X - (part.Scale.X / 2); 996 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -807,6 +1025,38 @@ namespace OpenSim.Region.Framework.Scenes
807 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1025 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
808 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1026 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
809 1027
1028
1029
1030 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1031 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1032 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1033 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1034 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1035 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1036 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1037 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1038
1039 //for (int i = 0; i < 8; i++)
1040 //{
1041 // corners[i] = corners[i] * worldRot;
1042 // corners[i] += offset;
1043
1044 // if (corners[i].X > maxX)
1045 // maxX = corners[i].X;
1046 // if (corners[i].X < minX)
1047 // minX = corners[i].X;
1048
1049 // if (corners[i].Y > maxY)
1050 // maxY = corners[i].Y;
1051 // if (corners[i].Y < minY)
1052 // minY = corners[i].Y;
1053
1054 // if (corners[i].Z > maxZ)
1055 // maxZ = corners[i].Y;
1056 // if (corners[i].Z < minZ)
1057 // minZ = corners[i].Z;
1058 //}
1059
810 frontTopLeft = frontTopLeft * worldRot; 1060 frontTopLeft = frontTopLeft * worldRot;
811 frontTopRight = frontTopRight * worldRot; 1061 frontTopRight = frontTopRight * worldRot;
812 frontBottomLeft = frontBottomLeft * worldRot; 1062 frontBottomLeft = frontBottomLeft * worldRot;
@@ -828,6 +1078,15 @@ namespace OpenSim.Region.Framework.Scenes
828 backTopLeft += offset; 1078 backTopLeft += offset;
829 backTopRight += offset; 1079 backTopRight += offset;
830 1080
1081 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1082 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1083 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1084 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1085 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1086 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1087 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1088 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1089
831 if (frontTopRight.X > maxX) 1090 if (frontTopRight.X > maxX)
832 maxX = frontTopRight.X; 1091 maxX = frontTopRight.X;
833 if (frontTopLeft.X > maxX) 1092 if (frontTopLeft.X > maxX)
@@ -973,15 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
973 1232
974 public void SaveScriptedState(XmlTextWriter writer) 1233 public void SaveScriptedState(XmlTextWriter writer)
975 { 1234 {
1235 SaveScriptedState(writer, false);
1236 }
1237
1238 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1239 {
976 XmlDocument doc = new XmlDocument(); 1240 XmlDocument doc = new XmlDocument();
977 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1241 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
978 1242
979 SceneObjectPart[] parts = m_parts.GetArray(); 1243 SceneObjectPart[] parts = m_parts.GetArray();
980 for (int i = 0; i < parts.Length; i++) 1244 for (int i = 0; i < parts.Length; i++)
981 { 1245 {
982 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1246 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
983 foreach (KeyValuePair<UUID, string> kvp in pstates) 1247 foreach (KeyValuePair<UUID, string> kvp in pstates)
984 states.Add(kvp.Key, kvp.Value); 1248 states[kvp.Key] = kvp.Value;
985 } 1249 }
986 1250
987 if (states.Count > 0) 1251 if (states.Count > 0)
@@ -1001,6 +1265,169 @@ namespace OpenSim.Region.Framework.Scenes
1001 } 1265 }
1002 1266
1003 /// <summary> 1267 /// <summary>
1268 /// Add the avatar to this linkset (avatar is sat).
1269 /// </summary>
1270 /// <param name="agentID"></param>
1271 public void AddAvatar(UUID agentID)
1272 {
1273 ScenePresence presence;
1274 if (m_scene.TryGetScenePresence(agentID, out presence))
1275 {
1276 if (!m_linkedAvatars.Contains(presence))
1277 {
1278 m_linkedAvatars.Add(presence);
1279 }
1280 }
1281 }
1282
1283 /// <summary>
1284 /// Delete the avatar from this linkset (avatar is unsat).
1285 /// </summary>
1286 /// <param name="agentID"></param>
1287 public void DeleteAvatar(UUID agentID)
1288 {
1289 ScenePresence presence;
1290 if (m_scene.TryGetScenePresence(agentID, out presence))
1291 {
1292 if (m_linkedAvatars.Contains(presence))
1293 {
1294 m_linkedAvatars.Remove(presence);
1295 }
1296 }
1297 }
1298
1299 /// <summary>
1300 /// Returns the list of linked presences (avatars sat on this group)
1301 /// </summary>
1302 /// <param name="agentID"></param>
1303 public List<ScenePresence> GetLinkedAvatars()
1304 {
1305 return m_linkedAvatars;
1306 }
1307
1308 /// <summary>
1309 /// Attach this scene object to the given avatar.
1310 /// </summary>
1311 /// <param name="agentID"></param>
1312 /// <param name="attachmentpoint"></param>
1313 /// <param name="AttachOffset"></param>
1314 private void AttachToAgent(
1315 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1316 {
1317 if (avatar != null)
1318 {
1319 // don't attach attachments to child agents
1320 if (avatar.IsChildAgent) return;
1321
1322 // Remove from database and parcel prim count
1323 m_scene.DeleteFromStorage(so.UUID);
1324 m_scene.EventManager.TriggerParcelPrimCountTainted();
1325
1326 so.AttachedAvatar = avatar.UUID;
1327
1328 if (so.RootPart.PhysActor != null)
1329 {
1330 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1331 so.RootPart.PhysActor = null;
1332 }
1333
1334 so.AbsolutePosition = attachOffset;
1335 so.RootPart.AttachedPos = attachOffset;
1336 so.IsAttachment = true;
1337 so.RootPart.SetParentLocalId(avatar.LocalId);
1338 so.AttachmentPoint = attachmentpoint;
1339
1340 avatar.AddAttachment(this);
1341
1342 if (!silent)
1343 {
1344 // Killing it here will cause the client to deselect it
1345 // It then reappears on the avatar, deselected
1346 // through the full update below
1347 //
1348 if (IsSelected)
1349 {
1350 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1351 }
1352
1353 IsSelected = false; // fudge....
1354 ScheduleGroupForFullUpdate();
1355 }
1356 }
1357 else
1358 {
1359 m_log.WarnFormat(
1360 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1361 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1362 }
1363 }
1364
1365 public byte GetAttachmentPoint()
1366 {
1367 return m_rootPart.Shape.State;
1368 }
1369
1370 public void DetachToGround()
1371 {
1372 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1373 if (avatar == null)
1374 return;
1375
1376 avatar.RemoveAttachment(this);
1377
1378 Vector3 detachedpos = new Vector3(127f,127f,127f);
1379 if (avatar == null)
1380 return;
1381
1382 detachedpos = avatar.AbsolutePosition;
1383 RootPart.FromItemID = UUID.Zero;
1384
1385 AbsolutePosition = detachedpos;
1386 AttachedAvatar = UUID.Zero;
1387
1388 //SceneObjectPart[] parts = m_parts.GetArray();
1389 //for (int i = 0; i < parts.Length; i++)
1390 // parts[i].AttachedAvatar = UUID.Zero;
1391
1392 m_rootPart.SetParentLocalId(0);
1393 AttachmentPoint = (byte)0;
1394 // must check if buildind should be true or false here
1395 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1396 HasGroupChanged = true;
1397 RootPart.Rezzed = DateTime.Now;
1398 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1399 AttachToBackup();
1400 m_scene.EventManager.TriggerParcelPrimCountTainted();
1401 m_rootPart.ScheduleFullUpdate();
1402 m_rootPart.ClearUndoState();
1403 }
1404
1405 public void DetachToInventoryPrep()
1406 {
1407 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1408 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1409 if (avatar != null)
1410 {
1411 //detachedpos = avatar.AbsolutePosition;
1412 avatar.RemoveAttachment(this);
1413 }
1414
1415 AttachedAvatar = UUID.Zero;
1416
1417 /*SceneObjectPart[] parts = m_parts.GetArray();
1418 for (int i = 0; i < parts.Length; i++)
1419 parts[i].AttachedAvatar = UUID.Zero;*/
1420
1421 m_rootPart.SetParentLocalId(0);
1422 //m_rootPart.SetAttachmentPoint((byte)0);
1423 IsAttachment = false;
1424 AbsolutePosition = m_rootPart.AttachedPos;
1425 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1426 //AttachToBackup();
1427 //m_rootPart.ScheduleFullUpdate();
1428 }
1429
1430 /// <summary>
1004 /// 1431 ///
1005 /// </summary> 1432 /// </summary>
1006 /// <param name="part"></param> 1433 /// <param name="part"></param>
@@ -1050,7 +1477,10 @@ namespace OpenSim.Region.Framework.Scenes
1050 public void AddPart(SceneObjectPart part) 1477 public void AddPart(SceneObjectPart part)
1051 { 1478 {
1052 part.SetParent(this); 1479 part.SetParent(this);
1053 part.LinkNum = m_parts.Add(part.UUID, part); 1480 m_parts.Add(part.UUID, part);
1481
1482 part.LinkNum = m_parts.Count;
1483
1054 if (part.LinkNum == 2) 1484 if (part.LinkNum == 2)
1055 RootPart.LinkNum = 1; 1485 RootPart.LinkNum = 1;
1056 } 1486 }
@@ -1158,6 +1588,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1588 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1159 public void DeleteGroupFromScene(bool silent) 1589 public void DeleteGroupFromScene(bool silent)
1160 { 1590 {
1591 // We need to keep track of this state in case this group is still queued for backup.
1592 IsDeleted = true;
1593
1594 DetachFromBackup();
1595
1161 SceneObjectPart[] parts = m_parts.GetArray(); 1596 SceneObjectPart[] parts = m_parts.GetArray();
1162 for (int i = 0; i < parts.Length; i++) 1597 for (int i = 0; i < parts.Length; i++)
1163 { 1598 {
@@ -1180,6 +1615,8 @@ namespace OpenSim.Region.Framework.Scenes
1180 } 1615 }
1181 }); 1616 });
1182 } 1617 }
1618
1619
1183 } 1620 }
1184 1621
1185 public void AddScriptLPS(int count) 1622 public void AddScriptLPS(int count)
@@ -1254,28 +1691,43 @@ namespace OpenSim.Region.Framework.Scenes
1254 /// </summary> 1691 /// </summary>
1255 public void ApplyPhysics() 1692 public void ApplyPhysics()
1256 { 1693 {
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(); 1694 SceneObjectPart[] parts = m_parts.GetArray();
1262 if (parts.Length > 1) 1695 if (parts.Length > 1)
1263 { 1696 {
1697 ResetChildPrimPhysicsPositions();
1698
1699 // Apply physics to the root prim
1700 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1701
1702
1264 for (int i = 0; i < parts.Length; i++) 1703 for (int i = 0; i < parts.Length; i++)
1265 { 1704 {
1266 SceneObjectPart part = parts[i]; 1705 SceneObjectPart part = parts[i];
1267 if (part.LocalId != m_rootPart.LocalId) 1706 if (part.LocalId != m_rootPart.LocalId)
1268 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1707 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1269 } 1708 }
1270
1271 // Hack to get the physics scene geometries in the right spot 1709 // Hack to get the physics scene geometries in the right spot
1272 ResetChildPrimPhysicsPositions(); 1710// ResetChildPrimPhysicsPositions();
1711 if (m_rootPart.PhysActor != null)
1712 {
1713 m_rootPart.PhysActor.Building = false;
1714 }
1715 }
1716 else
1717 {
1718 // Apply physics to the root prim
1719 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1273 } 1720 }
1274 } 1721 }
1275 1722
1276 public void SetOwnerId(UUID userId) 1723 public void SetOwnerId(UUID userId)
1277 { 1724 {
1278 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1725 ForEachPart(delegate(SceneObjectPart part)
1726 {
1727
1728 part.OwnerID = userId;
1729
1730 });
1279 } 1731 }
1280 1732
1281 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1733 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1307,11 +1759,17 @@ namespace OpenSim.Region.Framework.Scenes
1307 return; 1759 return;
1308 } 1760 }
1309 1761
1762 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1763 return;
1764
1310 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1765 // 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. 1766 // any exception propogate upwards.
1312 try 1767 try
1313 { 1768 {
1314 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1769 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1770 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1771 m_scene.LoadingPrims) // Land may not be valid yet
1772
1315 { 1773 {
1316 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1774 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1317 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1775 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1338,6 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1338 } 1796 }
1339 } 1797 }
1340 } 1798 }
1799
1341 } 1800 }
1342 1801
1343 if (m_scene.UseBackup && HasGroupChanged) 1802 if (m_scene.UseBackup && HasGroupChanged)
@@ -1345,6 +1804,20 @@ namespace OpenSim.Region.Framework.Scenes
1345 // don't backup while it's selected or you're asking for changes mid stream. 1804 // don't backup while it's selected or you're asking for changes mid stream.
1346 if (isTimeToPersist() || forcedBackup) 1805 if (isTimeToPersist() || forcedBackup)
1347 { 1806 {
1807 if (m_rootPart.PhysActor != null &&
1808 (!m_rootPart.PhysActor.IsPhysical))
1809 {
1810 // Possible ghost prim
1811 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1812 {
1813 foreach (SceneObjectPart part in m_parts.GetArray())
1814 {
1815 // Re-set physics actor positions and
1816 // orientations
1817 part.GroupPosition = m_rootPart.GroupPosition;
1818 }
1819 }
1820 }
1348// m_log.DebugFormat( 1821// m_log.DebugFormat(
1349// "[SCENE]: Storing {0}, {1} in {2}", 1822// "[SCENE]: Storing {0}, {1} in {2}",
1350// Name, UUID, m_scene.RegionInfo.RegionName); 1823// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1362,6 +1835,11 @@ namespace OpenSim.Region.Framework.Scenes
1362 1835
1363 backup_group.ForEachPart(delegate(SceneObjectPart part) 1836 backup_group.ForEachPart(delegate(SceneObjectPart part)
1364 { 1837 {
1838 if (part.KeyframeMotion != null)
1839 {
1840 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1841 part.KeyframeMotion.UpdateSceneObject(this);
1842 }
1365 part.Inventory.ProcessInventoryBackup(datastore); 1843 part.Inventory.ProcessInventoryBackup(datastore);
1366 }); 1844 });
1367 1845
@@ -1414,6 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1414 /// <returns></returns> 1892 /// <returns></returns>
1415 public SceneObjectGroup Copy(bool userExposed) 1893 public SceneObjectGroup Copy(bool userExposed)
1416 { 1894 {
1895 m_dupeInProgress = true;
1417 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1896 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1418 dupe.m_isBackedUp = false; 1897 dupe.m_isBackedUp = false;
1419 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1898 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1428,7 +1907,7 @@ namespace OpenSim.Region.Framework.Scenes
1428 // This is only necessary when userExposed is false! 1907 // This is only necessary when userExposed is false!
1429 1908
1430 bool previousAttachmentStatus = dupe.IsAttachment; 1909 bool previousAttachmentStatus = dupe.IsAttachment;
1431 1910
1432 if (!userExposed) 1911 if (!userExposed)
1433 dupe.IsAttachment = true; 1912 dupe.IsAttachment = true;
1434 1913
@@ -1446,11 +1925,11 @@ namespace OpenSim.Region.Framework.Scenes
1446 dupe.m_rootPart.TrimPermissions(); 1925 dupe.m_rootPart.TrimPermissions();
1447 1926
1448 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1927 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1449 1928
1450 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1929 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1451 { 1930 {
1452 return p1.LinkNum.CompareTo(p2.LinkNum); 1931 return p1.LinkNum.CompareTo(p2.LinkNum);
1453 } 1932 }
1454 ); 1933 );
1455 1934
1456 foreach (SceneObjectPart part in partList) 1935 foreach (SceneObjectPart part in partList)
@@ -1470,21 +1949,24 @@ namespace OpenSim.Region.Framework.Scenes
1470 if (part.PhysActor != null && userExposed) 1949 if (part.PhysActor != null && userExposed)
1471 { 1950 {
1472 PrimitiveBaseShape pbs = newPart.Shape; 1951 PrimitiveBaseShape pbs = newPart.Shape;
1473 1952
1474 newPart.PhysActor 1953 newPart.PhysActor
1475 = m_scene.PhysicsScene.AddPrimShape( 1954 = m_scene.PhysicsScene.AddPrimShape(
1476 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1955 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1477 pbs, 1956 pbs,
1478 newPart.AbsolutePosition, 1957 newPart.AbsolutePosition,
1479 newPart.Scale, 1958 newPart.Scale,
1480 newPart.RotationOffset, 1959 //newPart.RotationOffset,
1960 newPart.GetWorldRotation(),
1481 part.PhysActor.IsPhysical, 1961 part.PhysActor.IsPhysical,
1482 newPart.LocalId); 1962 newPart.LocalId);
1483 1963
1484 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1964 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1485 } 1965 }
1486 } 1966 }
1487 1967 if (dupe.m_rootPart.PhysActor != null && userExposed)
1968 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
1969
1488 if (userExposed) 1970 if (userExposed)
1489 { 1971 {
1490 dupe.UpdateParentIDs(); 1972 dupe.UpdateParentIDs();
@@ -1494,6 +1976,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 ScheduleGroupForFullUpdate(); 1976 ScheduleGroupForFullUpdate();
1495 } 1977 }
1496 1978
1979 m_dupeInProgress = false;
1497 return dupe; 1980 return dupe;
1498 } 1981 }
1499 1982
@@ -1506,10 +1989,18 @@ namespace OpenSim.Region.Framework.Scenes
1506 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 1989 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1507 { 1990 {
1508 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 1991 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
1992 if (userExposed)
1993 RootPart.Velocity = Vector3.Zero; // In case source is moving
1509 } 1994 }
1510 1995
1511 public void ScriptSetPhysicsStatus(bool usePhysics) 1996 public void ScriptSetPhysicsStatus(bool usePhysics)
1512 { 1997 {
1998 if (usePhysics)
1999 {
2000 if (RootPart.KeyframeMotion != null)
2001 RootPart.KeyframeMotion.Stop();
2002 RootPart.KeyframeMotion = null;
2003 }
1513 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2004 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1514 } 2005 }
1515 2006
@@ -1573,32 +2064,12 @@ namespace OpenSim.Region.Framework.Scenes
1573 } 2064 }
1574 } 2065 }
1575 2066
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() 2067 public Vector3 GetTorque()
1589 { 2068 {
1590 if (RootPart.PhysActor != null) 2069 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 } 2070 }
1601 2071
2072 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1602 public void moveToTarget(Vector3 target, float tau) 2073 public void moveToTarget(Vector3 target, float tau)
1603 { 2074 {
1604 if (IsAttachment) 2075 if (IsAttachment)
@@ -1626,6 +2097,46 @@ namespace OpenSim.Region.Framework.Scenes
1626 RootPart.PhysActor.PIDActive = false; 2097 RootPart.PhysActor.PIDActive = false;
1627 } 2098 }
1628 2099
2100 public void rotLookAt(Quaternion target, float strength, float damping)
2101 {
2102 SceneObjectPart rootpart = m_rootPart;
2103 if (rootpart != null)
2104 {
2105 if (IsAttachment)
2106 {
2107 /*
2108 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2109 if (avatar != null)
2110 {
2111 Rotate the Av?
2112 } */
2113 }
2114 else
2115 {
2116 if (rootpart.PhysActor != null)
2117 { // APID must be implemented in your physics system for this to function.
2118 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2119 rootpart.PhysActor.APIDStrength = strength;
2120 rootpart.PhysActor.APIDDamping = damping;
2121 rootpart.PhysActor.APIDActive = true;
2122 }
2123 }
2124 }
2125 }
2126
2127 public void stopLookAt()
2128 {
2129 SceneObjectPart rootpart = m_rootPart;
2130 if (rootpart != null)
2131 {
2132 if (rootpart.PhysActor != null)
2133 { // APID must be implemented in your physics system for this to function.
2134 rootpart.PhysActor.APIDActive = false;
2135 }
2136 }
2137
2138 }
2139
1629 /// <summary> 2140 /// <summary>
1630 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2141 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1631 /// </summary> 2142 /// </summary>
@@ -1681,6 +2192,8 @@ namespace OpenSim.Region.Framework.Scenes
1681 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2192 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1682 { 2193 {
1683 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2194 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2195 newPart.SetParent(this);
2196
1684 AddPart(newPart); 2197 AddPart(newPart);
1685 2198
1686 SetPartAsNonRoot(newPart); 2199 SetPartAsNonRoot(newPart);
@@ -1809,11 +2322,11 @@ namespace OpenSim.Region.Framework.Scenes
1809 /// Immediately send a full update for this scene object. 2322 /// Immediately send a full update for this scene object.
1810 /// </summary> 2323 /// </summary>
1811 public void SendGroupFullUpdate() 2324 public void SendGroupFullUpdate()
1812 { 2325 {
1813 if (IsDeleted) 2326 if (IsDeleted)
1814 return; 2327 return;
1815 2328
1816// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2329// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1817 2330
1818 RootPart.SendFullUpdateToAllClients(); 2331 RootPart.SendFullUpdateToAllClients();
1819 2332
@@ -1957,6 +2470,11 @@ namespace OpenSim.Region.Framework.Scenes
1957 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2470 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1958 public void LinkToGroup(SceneObjectGroup objectGroup) 2471 public void LinkToGroup(SceneObjectGroup objectGroup)
1959 { 2472 {
2473 LinkToGroup(objectGroup, false);
2474 }
2475
2476 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2477 {
1960// m_log.DebugFormat( 2478// m_log.DebugFormat(
1961// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2479// "[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); 2480// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1990,7 +2508,20 @@ namespace OpenSim.Region.Framework.Scenes
1990 2508
1991 lock (m_parts.SyncRoot) 2509 lock (m_parts.SyncRoot)
1992 { 2510 {
1993 int linkNum = PrimCount + 1; 2511 int linkNum;
2512 if (insert)
2513 {
2514 linkNum = 2;
2515 foreach (SceneObjectPart part in Parts)
2516 {
2517 if (part.LinkNum > 1)
2518 part.LinkNum++;
2519 }
2520 }
2521 else
2522 {
2523 linkNum = PrimCount + 1;
2524 }
1994 2525
1995 m_parts.Add(linkPart.UUID, linkPart); 2526 m_parts.Add(linkPart.UUID, linkPart);
1996 2527
@@ -2018,7 +2549,7 @@ namespace OpenSim.Region.Framework.Scenes
2018 objectGroup.IsDeleted = true; 2549 objectGroup.IsDeleted = true;
2019 2550
2020 objectGroup.m_parts.Clear(); 2551 objectGroup.m_parts.Clear();
2021 2552
2022 // Can't do this yet since backup still makes use of the root part without any synchronization 2553 // Can't do this yet since backup still makes use of the root part without any synchronization
2023// objectGroup.m_rootPart = null; 2554// objectGroup.m_rootPart = null;
2024 2555
@@ -2152,6 +2683,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 /// <param name="objectGroup"></param> 2683 /// <param name="objectGroup"></param>
2153 public virtual void DetachFromBackup() 2684 public virtual void DetachFromBackup()
2154 { 2685 {
2686 m_scene.SceneGraph.FireDetachFromBackup(this);
2155 if (m_isBackedUp && Scene != null) 2687 if (m_isBackedUp && Scene != null)
2156 m_scene.EventManager.OnBackup -= ProcessBackup; 2688 m_scene.EventManager.OnBackup -= ProcessBackup;
2157 2689
@@ -2170,7 +2702,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 2702
2171 axPos *= parentRot; 2703 axPos *= parentRot;
2172 part.OffsetPosition = axPos; 2704 part.OffsetPosition = axPos;
2173 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2705 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2706 part.GroupPosition = newPos;
2174 part.OffsetPosition = Vector3.Zero; 2707 part.OffsetPosition = Vector3.Zero;
2175 part.RotationOffset = worldRot; 2708 part.RotationOffset = worldRot;
2176 2709
@@ -2181,7 +2714,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 2714
2182 part.LinkNum = linkNum; 2715 part.LinkNum = linkNum;
2183 2716
2184 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2717 part.OffsetPosition = newPos - AbsolutePosition;
2185 2718
2186 Quaternion rootRotation = m_rootPart.RotationOffset; 2719 Quaternion rootRotation = m_rootPart.RotationOffset;
2187 2720
@@ -2191,7 +2724,7 @@ namespace OpenSim.Region.Framework.Scenes
2191 2724
2192 parentRot = m_rootPart.RotationOffset; 2725 parentRot = m_rootPart.RotationOffset;
2193 oldRot = part.RotationOffset; 2726 oldRot = part.RotationOffset;
2194 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2727 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2195 part.RotationOffset = newRot; 2728 part.RotationOffset = newRot;
2196 } 2729 }
2197 2730
@@ -2438,8 +2971,31 @@ namespace OpenSim.Region.Framework.Scenes
2438 } 2971 }
2439 } 2972 }
2440 2973
2974/*
2975 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2441 for (int i = 0; i < parts.Length; i++) 2976 for (int i = 0; i < parts.Length; i++)
2442 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2977 {
2978 if (parts[i] != RootPart)
2979 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2980 }
2981*/
2982 if (parts.Length > 1)
2983 {
2984 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2985
2986 for (int i = 0; i < parts.Length; i++)
2987 {
2988
2989 if (parts[i].UUID != m_rootPart.UUID)
2990 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2991 }
2992
2993 if (m_rootPart.PhysActor != null)
2994 m_rootPart.PhysActor.Building = false;
2995 }
2996 else
2997 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2998
2443 } 2999 }
2444 } 3000 }
2445 3001
@@ -2452,6 +3008,17 @@ namespace OpenSim.Region.Framework.Scenes
2452 } 3008 }
2453 } 3009 }
2454 3010
3011
3012
3013 /// <summary>
3014 /// Gets the number of parts
3015 /// </summary>
3016 /// <returns></returns>
3017 public int GetPartCount()
3018 {
3019 return Parts.Count();
3020 }
3021
2455 /// <summary> 3022 /// <summary>
2456 /// Update the texture entry for this part 3023 /// Update the texture entry for this part
2457 /// </summary> 3024 /// </summary>
@@ -2513,7 +3080,6 @@ namespace OpenSim.Region.Framework.Scenes
2513 { 3080 {
2514// m_log.DebugFormat( 3081// m_log.DebugFormat(
2515// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3082// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2516
2517 RootPart.StoreUndoState(true); 3083 RootPart.StoreUndoState(true);
2518 3084
2519 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3085 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2614,7 +3180,6 @@ namespace OpenSim.Region.Framework.Scenes
2614 prevScale.X *= x; 3180 prevScale.X *= x;
2615 prevScale.Y *= y; 3181 prevScale.Y *= y;
2616 prevScale.Z *= z; 3182 prevScale.Z *= z;
2617
2618// RootPart.IgnoreUndoUpdate = true; 3183// RootPart.IgnoreUndoUpdate = true;
2619 RootPart.Resize(prevScale); 3184 RootPart.Resize(prevScale);
2620// RootPart.IgnoreUndoUpdate = false; 3185// RootPart.IgnoreUndoUpdate = false;
@@ -2645,7 +3210,9 @@ namespace OpenSim.Region.Framework.Scenes
2645 } 3210 }
2646 3211
2647// obPart.IgnoreUndoUpdate = false; 3212// obPart.IgnoreUndoUpdate = false;
2648// obPart.StoreUndoState(); 3213 HasGroupChanged = true;
3214 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3215 ScheduleGroupForTerseUpdate();
2649 } 3216 }
2650 3217
2651// m_log.DebugFormat( 3218// m_log.DebugFormat(
@@ -2705,9 +3272,9 @@ namespace OpenSim.Region.Framework.Scenes
2705 { 3272 {
2706 SceneObjectPart part = GetChildPart(localID); 3273 SceneObjectPart part = GetChildPart(localID);
2707 3274
2708// SceneObjectPart[] parts = m_parts.GetArray(); 3275 SceneObjectPart[] parts = m_parts.GetArray();
2709// for (int i = 0; i < parts.Length; i++) 3276 for (int i = 0; i < parts.Length; i++)
2710// parts[i].StoreUndoState(); 3277 parts[i].StoreUndoState();
2711 3278
2712 if (part != null) 3279 if (part != null)
2713 { 3280 {
@@ -2763,10 +3330,27 @@ namespace OpenSim.Region.Framework.Scenes
2763 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3330 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2764 } 3331 }
2765 3332
2766 AbsolutePosition = newPos; 3333 //We have to set undoing here because otherwise an undo state will be saved
3334 if (!m_rootPart.Undoing)
3335 {
3336 m_rootPart.Undoing = true;
3337 AbsolutePosition = newPos;
3338 m_rootPart.Undoing = false;
3339 }
3340 else
3341 {
3342 AbsolutePosition = newPos;
3343 }
2767 3344
2768 HasGroupChanged = true; 3345 HasGroupChanged = true;
2769 ScheduleGroupForTerseUpdate(); 3346 if (m_rootPart.Undoing)
3347 {
3348 ScheduleGroupForFullUpdate();
3349 }
3350 else
3351 {
3352 ScheduleGroupForTerseUpdate();
3353 }
2770 } 3354 }
2771 3355
2772 #endregion 3356 #endregion
@@ -2843,10 +3427,7 @@ namespace OpenSim.Region.Framework.Scenes
2843 public void UpdateSingleRotation(Quaternion rot, uint localID) 3427 public void UpdateSingleRotation(Quaternion rot, uint localID)
2844 { 3428 {
2845 SceneObjectPart part = GetChildPart(localID); 3429 SceneObjectPart part = GetChildPart(localID);
2846
2847 SceneObjectPart[] parts = m_parts.GetArray(); 3430 SceneObjectPart[] parts = m_parts.GetArray();
2848 for (int i = 0; i < parts.Length; i++)
2849 parts[i].StoreUndoState();
2850 3431
2851 if (part != null) 3432 if (part != null)
2852 { 3433 {
@@ -2884,7 +3465,16 @@ namespace OpenSim.Region.Framework.Scenes
2884 if (part.UUID == m_rootPart.UUID) 3465 if (part.UUID == m_rootPart.UUID)
2885 { 3466 {
2886 UpdateRootRotation(rot); 3467 UpdateRootRotation(rot);
2887 AbsolutePosition = pos; 3468 if (!m_rootPart.Undoing)
3469 {
3470 m_rootPart.Undoing = true;
3471 AbsolutePosition = pos;
3472 m_rootPart.Undoing = false;
3473 }
3474 else
3475 {
3476 AbsolutePosition = pos;
3477 }
2888 } 3478 }
2889 else 3479 else
2890 { 3480 {
@@ -2908,9 +3498,10 @@ namespace OpenSim.Region.Framework.Scenes
2908 3498
2909 Quaternion axRot = rot; 3499 Quaternion axRot = rot;
2910 Quaternion oldParentRot = m_rootPart.RotationOffset; 3500 Quaternion oldParentRot = m_rootPart.RotationOffset;
2911
2912 m_rootPart.StoreUndoState(); 3501 m_rootPart.StoreUndoState();
2913 m_rootPart.UpdateRotation(rot); 3502
3503 //Don't use UpdateRotation because it schedules an update prematurely
3504 m_rootPart.RotationOffset = rot;
2914 if (m_rootPart.PhysActor != null) 3505 if (m_rootPart.PhysActor != null)
2915 { 3506 {
2916 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3507 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2924,15 +3515,17 @@ namespace OpenSim.Region.Framework.Scenes
2924 if (prim.UUID != m_rootPart.UUID) 3515 if (prim.UUID != m_rootPart.UUID)
2925 { 3516 {
2926 prim.IgnoreUndoUpdate = true; 3517 prim.IgnoreUndoUpdate = true;
3518
3519 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3520 NewRot = Quaternion.Inverse(axRot) * NewRot;
3521 prim.RotationOffset = NewRot;
3522
2927 Vector3 axPos = prim.OffsetPosition; 3523 Vector3 axPos = prim.OffsetPosition;
3524
2928 axPos *= oldParentRot; 3525 axPos *= oldParentRot;
2929 axPos *= Quaternion.Inverse(axRot); 3526 axPos *= Quaternion.Inverse(axRot);
2930 prim.OffsetPosition = axPos; 3527 prim.OffsetPosition = axPos;
2931 Quaternion primsRot = prim.RotationOffset; 3528
2932 Quaternion newRot = oldParentRot * primsRot;
2933 newRot = Quaternion.Inverse(axRot) * newRot;
2934 prim.RotationOffset = newRot;
2935 prim.ScheduleTerseUpdate();
2936 prim.IgnoreUndoUpdate = false; 3529 prim.IgnoreUndoUpdate = false;
2937 } 3530 }
2938 } 3531 }
@@ -2946,8 +3539,8 @@ namespace OpenSim.Region.Framework.Scenes
2946//// childpart.StoreUndoState(); 3539//// childpart.StoreUndoState();
2947// } 3540// }
2948// } 3541// }
2949 3542 HasGroupChanged = true;
2950 m_rootPart.ScheduleTerseUpdate(); 3543 ScheduleGroupForFullUpdate();
2951 3544
2952// m_log.DebugFormat( 3545// m_log.DebugFormat(
2953// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3546// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3175,7 +3768,6 @@ namespace OpenSim.Region.Framework.Scenes
3175 public float GetMass() 3768 public float GetMass()
3176 { 3769 {
3177 float retmass = 0f; 3770 float retmass = 0f;
3178
3179 SceneObjectPart[] parts = m_parts.GetArray(); 3771 SceneObjectPart[] parts = m_parts.GetArray();
3180 for (int i = 0; i < parts.Length; i++) 3772 for (int i = 0; i < parts.Length; i++)
3181 retmass += parts[i].GetMass(); 3773 retmass += parts[i].GetMass();
@@ -3271,6 +3863,14 @@ namespace OpenSim.Region.Framework.Scenes
3271 SetFromItemID(uuid); 3863 SetFromItemID(uuid);
3272 } 3864 }
3273 3865
3866 public void ResetOwnerChangeFlag()
3867 {
3868 ForEachPart(delegate(SceneObjectPart part)
3869 {
3870 part.ResetOwnerChangeFlag();
3871 });
3872 }
3873
3274 #endregion 3874 #endregion
3275 } 3875 }
3276} 3876}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 65905a0..1c72b10 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
@@ -251,6 +260,7 @@ 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 readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -283,6 +293,9 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 293 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 294 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 295 protected int m_lastTerseSent;
296 protected float m_buoyancy = 0.0f;
297 protected Vector3 m_force;
298 protected Vector3 m_torque;
286 299
287 /// <summary> 300 /// <summary>
288 /// Stores media texture data 301 /// Stores media texture data
@@ -299,6 +312,17 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 312 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 313 private float m_collisionSoundVolume;
301 314
315
316 private SOPVehicle m_vehicle = null;
317
318 private KeyframeMotion m_keyframeMotion = null;
319
320 public KeyframeMotion KeyframeMotion
321 {
322 get; set;
323 }
324
325
302 #endregion Fields 326 #endregion Fields
303 327
304// ~SceneObjectPart() 328// ~SceneObjectPart()
@@ -341,7 +365,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 365 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 366 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 367 {
344 m_name = "Primitive"; 368 m_name = "Object";
345 369
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 370 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 371 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +405,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 405 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 406 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 407 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 408 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 409 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 410 private DateTime m_expires;
387 private DateTime m_rezzed; 411 private DateTime m_rezzed;
@@ -475,12 +499,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 499 }
476 500
477 /// <value> 501 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 502 /// Get the inventory list
479 /// </value> 503 /// </value>
480 public TaskInventoryDictionary TaskInventory 504 public TaskInventoryDictionary TaskInventory
481 { 505 {
482 get { return m_inventory.Items; } 506 get {
483 set { m_inventory.Items = value; } 507 return m_inventory.Items;
508 }
509 set {
510 m_inventory.Items = value;
511 }
484 } 512 }
485 513
486 /// <summary> 514 /// <summary>
@@ -624,14 +652,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 652 set { m_LoopSoundSlavePrims = value; }
625 } 653 }
626 654
627
628 public Byte[] TextureAnimation 655 public Byte[] TextureAnimation
629 { 656 {
630 get { return m_TextureAnimation; } 657 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 658 set { m_TextureAnimation = value; }
632 } 659 }
633 660
634
635 public Byte[] ParticleSystem 661 public Byte[] ParticleSystem
636 { 662 {
637 get { return m_particleSystem; } 663 get { return m_particleSystem; }
@@ -668,9 +694,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 694 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 695 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 696 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 697 if (ParentID == 0)
672 { 698 {
673 m_groupPosition = actor.Position; 699 if (actor != null)
700 m_groupPosition = actor.Position;
701 return m_groupPosition;
674 } 702 }
675 703
676 if (ParentGroup.IsAttachment) 704 if (ParentGroup.IsAttachment)
@@ -680,12 +708,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 708 return sp.AbsolutePosition;
681 } 709 }
682 710
711 // use root prim's group position. Physics may have updated it
712 if (ParentGroup.RootPart != this)
713 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 714 return m_groupPosition;
684 } 715 }
685 set 716 set
686 { 717 {
687 m_groupPosition = value; 718 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 719 PhysicsActor actor = PhysActor;
690 if (actor != null) 720 if (actor != null)
691 { 721 {
@@ -711,16 +741,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 741 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 742 }
713 } 743 }
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 } 744 }
725 } 745 }
726 746
@@ -729,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 749 get { return m_offsetPosition; }
730 set 750 set
731 { 751 {
732// StoreUndoState(); 752 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 753 m_offsetPosition = value;
734 754
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 755 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +764,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 764 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 765 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 766 }
767
768 if (!m_parentGroup.m_dupeInProgress)
769 {
770 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
771 foreach (ScenePresence av in avs)
772 {
773 if (av.ParentID == m_localId)
774 {
775 Vector3 offset = (m_offsetPosition - oldpos);
776 av.AbsolutePosition += offset;
777 av.SendAvatarDataToAllAgents();
778 }
779 }
780 }
747 } 781 }
782 TriggerScriptChangedEvent(Changed.POSITION);
748 } 783 }
749 } 784 }
750 785
@@ -881,7 +916,7 @@ namespace OpenSim.Region.Framework.Scenes
881 get 916 get
882 { 917 {
883 PhysicsActor actor = PhysActor; 918 PhysicsActor actor = PhysActor;
884 if ((actor != null) && actor.IsPhysical) 919 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
885 { 920 {
886 m_angularVelocity = actor.RotationalVelocity; 921 m_angularVelocity = actor.RotationalVelocity;
887 } 922 }
@@ -893,7 +928,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 928 /// <summary></summary>
894 public Vector3 Acceleration 929 public Vector3 Acceleration
895 { 930 {
896 get { return m_acceleration; } 931 get
932 {
933 PhysicsActor actor = PhysActor;
934 if (actor != null)
935 {
936 m_acceleration = actor.Acceleration;
937 }
938 return m_acceleration;
939 }
940
897 set { m_acceleration = value; } 941 set { m_acceleration = value; }
898 } 942 }
899 943
@@ -1030,10 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1074 {
1031 get 1075 get
1032 { 1076 {
1033 if (ParentGroup.IsAttachment) 1077 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1078 }
1038 } 1079 }
1039 1080
@@ -1203,6 +1244,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1244 _flags = value;
1204 } 1245 }
1205 } 1246 }
1247
1248 [XmlIgnore]
1249 public bool IsOccupied // KF If an av is sittingon this prim
1250 {
1251 get { return m_occupied; }
1252 set { m_occupied = value; }
1253 }
1206 1254
1207 /// <summary> 1255 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1256 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1310,74 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1310 set { m_collisionSoundVolume = value; }
1263 } 1311 }
1264 1312
1313 public float Buoyancy
1314 {
1315 get
1316 {
1317 if (ParentGroup.RootPart == this)
1318 return m_buoyancy;
1319
1320 return ParentGroup.RootPart.Buoyancy;
1321 }
1322 set
1323 {
1324 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1325 {
1326 ParentGroup.RootPart.Buoyancy = value;
1327 return;
1328 }
1329 m_buoyancy = value;
1330 if (PhysActor != null)
1331 PhysActor.Buoyancy = value;
1332 }
1333 }
1334
1335 public Vector3 Force
1336 {
1337 get
1338 {
1339 if (ParentGroup.RootPart == this)
1340 return m_force;
1341
1342 return ParentGroup.RootPart.Force;
1343 }
1344
1345 set
1346 {
1347 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1348 {
1349 ParentGroup.RootPart.Force = value;
1350 return;
1351 }
1352 m_force = value;
1353 if (PhysActor != null)
1354 PhysActor.Force = value;
1355 }
1356 }
1357
1358 public Vector3 Torque
1359 {
1360 get
1361 {
1362 if (ParentGroup.RootPart == this)
1363 return m_torque;
1364
1365 return ParentGroup.RootPart.Torque;
1366 }
1367
1368 set
1369 {
1370 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1371 {
1372 ParentGroup.RootPart.Torque = value;
1373 return;
1374 }
1375 m_torque = value;
1376 if (PhysActor != null)
1377 PhysActor.Torque = value;
1378 }
1379 }
1380
1265 #endregion Public Properties with only Get 1381 #endregion Public Properties with only Get
1266 1382
1267 private uint ApplyMask(uint val, bool set, uint mask) 1383 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1437,20 +1553,24 @@ namespace OpenSim.Region.Framework.Scenes
1437 /// </summary> 1553 /// </summary>
1438 /// <param name="impulsei">Vector force</param> 1554 /// <param name="impulsei">Vector force</param>
1439 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1555 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1440 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1556
1557 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1558 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1441 { 1559 {
1442 Vector3 impulse = impulsei; 1560 Vector3 torque = torquei;
1443 1561
1444 if (localGlobalTF) 1562 if (localGlobalTF)
1445 { 1563 {
1564/*
1446 Quaternion grot = GetWorldRotation(); 1565 Quaternion grot = GetWorldRotation();
1447 Quaternion AXgrot = grot; 1566 Quaternion AXgrot = grot;
1448 Vector3 AXimpulsei = impulsei; 1567 Vector3 AXimpulsei = impulsei;
1449 Vector3 newimpulse = AXimpulsei * AXgrot; 1568 Vector3 newimpulse = AXimpulsei * AXgrot;
1450 impulse = newimpulse; 1569 */
1570 torque *= GetWorldRotation();
1451 } 1571 }
1452 1572
1453 ParentGroup.setAngularImpulse(impulse); 1573 Torque = torque;
1454 } 1574 }
1455 1575
1456 /// <summary> 1576 /// <summary>
@@ -1458,7 +1578,8 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1578 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1579 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1580 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1581// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1582 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1583 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1584 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1585 return;
@@ -1487,6 +1608,8 @@ namespace OpenSim.Region.Framework.Scenes
1487 // or flexible 1608 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1609 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1610 {
1611 Vector3 velocity = Velocity;
1612 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1613 try
1491 { 1614 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1615 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,7 +1617,8 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1617 Shape,
1495 AbsolutePosition, 1618 AbsolutePosition,
1496 Scale, 1619 Scale,
1497 RotationOffset, 1620// RotationOffset,
1621 GetWorldRotation(), // physics wants world rotation
1498 RigidBody, 1622 RigidBody,
1499 m_localId); 1623 m_localId);
1500 } 1624 }
@@ -1509,8 +1633,29 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1633 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1634 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1635 PhysActor.SetMaterial(Material);
1636
1637 // if root part apply vehicle
1638 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1639 m_vehicle.SetVehicle(PhysActor);
1640
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1641 DoPhysicsPropertyUpdate(RigidBody, true);
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1642 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1643
1644 if (!building)
1645 PhysActor.Building = false;
1646
1647 Velocity = velocity;
1648 AngularVelocity = rotationalVelocity;
1649 PhysActor.Velocity = velocity;
1650 PhysActor.RotationalVelocity = rotationalVelocity;
1651
1652 // if not vehicle and root part apply force and torque
1653 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1654 && LocalId == ParentGroup.RootPart.LocalId)
1655 {
1656 PhysActor.Force = Force;
1657 PhysActor.Torque = Torque;
1658 }
1514 } 1659 }
1515 } 1660 }
1516 } 1661 }
@@ -1582,6 +1727,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 1727
1583 // Move afterwards ResetIDs as it clears the localID 1728 // Move afterwards ResetIDs as it clears the localID
1584 dupe.LocalId = localID; 1729 dupe.LocalId = localID;
1730 if(dupe.PhysActor != null)
1731 dupe.PhysActor.LocalID = localID;
1732
1585 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1733 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1586 dupe.LastOwnerID = OwnerID; 1734 dupe.LastOwnerID = OwnerID;
1587 1735
@@ -1743,6 +1891,11 @@ namespace OpenSim.Region.Framework.Scenes
1743 if (!isNew) 1891 if (!isNew)
1744 ParentGroup.Scene.RemovePhysicalPrim(1); 1892 ParentGroup.Scene.RemovePhysicalPrim(1);
1745 1893
1894 Velocity = new Vector3(0, 0, 0);
1895 Acceleration = new Vector3(0, 0, 0);
1896 if (ParentGroup.RootPart == this)
1897 AngularVelocity = new Vector3(0, 0, 0);
1898
1746 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1899 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1747 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1900 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1748 PhysActor.delink(); 1901 PhysActor.delink();
@@ -1765,7 +1918,8 @@ namespace OpenSim.Region.Framework.Scenes
1765 // velocity-vector. 1918 // velocity-vector.
1766 Velocity = new Vector3(0, 0, 0); 1919 Velocity = new Vector3(0, 0, 0);
1767 Acceleration = new Vector3(0, 0, 0); 1920 Acceleration = new Vector3(0, 0, 0);
1768 AngularVelocity = new Vector3(0, 0, 0); 1921 if (ParentGroup.RootPart == this)
1922 AngularVelocity = new Vector3(0, 0, 0);
1769 //RotationalVelocity = new Vector3(0, 0, 0); 1923 //RotationalVelocity = new Vector3(0, 0, 0);
1770 } 1924 }
1771 1925
@@ -1780,6 +1934,9 @@ namespace OpenSim.Region.Framework.Scenes
1780 { 1934 {
1781 if (UsePhysics) 1935 if (UsePhysics)
1782 { 1936 {
1937 if (ParentGroup.RootPart.KeyframeMotion != null)
1938 ParentGroup.RootPart.KeyframeMotion.Stop();
1939 ParentGroup.RootPart.KeyframeMotion = null;
1783 ParentGroup.Scene.AddPhysicalPrim(1); 1940 ParentGroup.Scene.AddPhysicalPrim(1);
1784 1941
1785 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 1942 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
@@ -1927,10 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
1927 2084
1928 public Vector3 GetForce() 2085 public Vector3 GetForce()
1929 { 2086 {
1930 if (PhysActor != null) 2087 return Force;
1931 return PhysActor.Force;
1932 else
1933 return Vector3.Zero;
1934 } 2088 }
1935 2089
1936 /// <summary> 2090 /// <summary>
@@ -2564,9 +2718,9 @@ namespace OpenSim.Region.Framework.Scenes
2564 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2718 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2565 2719
2566 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2720 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2567 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2721 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2568 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2722 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2569 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2723 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2570 { 2724 {
2571 ParentGroup.AbsolutePosition = newpos; 2725 ParentGroup.AbsolutePosition = newpos;
2572 return; 2726 return;
@@ -2587,17 +2741,18 @@ namespace OpenSim.Region.Framework.Scenes
2587 //Trys to fetch sound id from prim's inventory. 2741 //Trys to fetch sound id from prim's inventory.
2588 //Prim's inventory doesn't support non script items yet 2742 //Prim's inventory doesn't support non script items yet
2589 2743
2590 lock (TaskInventory) 2744 TaskInventory.LockItemsForRead(true);
2745
2746 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2591 { 2747 {
2592 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2748 if (item.Value.Name == sound)
2593 { 2749 {
2594 if (item.Value.Name == sound) 2750 soundID = item.Value.ItemID;
2595 { 2751 break;
2596 soundID = item.Value.ItemID;
2597 break;
2598 }
2599 } 2752 }
2600 } 2753 }
2754
2755 TaskInventory.LockItemsForRead(false);
2601 } 2756 }
2602 2757
2603 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2758 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2917,8 +3072,8 @@ namespace OpenSim.Region.Framework.Scenes
2917 { 3072 {
2918 const float ROTATION_TOLERANCE = 0.01f; 3073 const float ROTATION_TOLERANCE = 0.01f;
2919 const float VELOCITY_TOLERANCE = 0.001f; 3074 const float VELOCITY_TOLERANCE = 0.001f;
2920 const float POSITION_TOLERANCE = 0.05f; 3075 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2921 const int TIME_MS_TOLERANCE = 3000; 3076 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2922 3077
2923 switch (UpdateFlag) 3078 switch (UpdateFlag)
2924 { 3079 {
@@ -2980,17 +3135,16 @@ namespace OpenSim.Region.Framework.Scenes
2980 if (!UUID.TryParse(sound, out soundID)) 3135 if (!UUID.TryParse(sound, out soundID))
2981 { 3136 {
2982 // search sound file from inventory 3137 // search sound file from inventory
2983 lock (TaskInventory) 3138 TaskInventory.LockItemsForRead(true);
3139 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2984 { 3140 {
2985 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3141 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2986 { 3142 {
2987 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3143 soundID = item.Value.ItemID;
2988 { 3144 break;
2989 soundID = item.Value.ItemID;
2990 break;
2991 }
2992 } 3145 }
2993 } 3146 }
3147 TaskInventory.LockItemsForRead(false);
2994 } 3148 }
2995 3149
2996 if (soundID == UUID.Zero) 3150 if (soundID == UUID.Zero)
@@ -3075,10 +3229,13 @@ namespace OpenSim.Region.Framework.Scenes
3075 3229
3076 public void SetBuoyancy(float fvalue) 3230 public void SetBuoyancy(float fvalue)
3077 { 3231 {
3232 Buoyancy = fvalue;
3233/*
3078 if (PhysActor != null) 3234 if (PhysActor != null)
3079 { 3235 {
3080 PhysActor.Buoyancy = fvalue; 3236 PhysActor.Buoyancy = fvalue;
3081 } 3237 }
3238 */
3082 } 3239 }
3083 3240
3084 public void SetDieAtEdge(bool p) 3241 public void SetDieAtEdge(bool p)
@@ -3106,23 +3263,83 @@ namespace OpenSim.Region.Framework.Scenes
3106 3263
3107 public void SetForce(Vector3 force) 3264 public void SetForce(Vector3 force)
3108 { 3265 {
3266 Force = force;
3267/*
3109 if (PhysActor != null) 3268 if (PhysActor != null)
3110 { 3269 {
3111 PhysActor.Force = force; 3270 PhysActor.Force = force;
3112 } 3271 }
3272 */
3273 }
3274
3275 public SOPVehicle sopVehicle
3276 {
3277 get
3278 {
3279 return m_vehicle;
3280 }
3281 set
3282 {
3283 m_vehicle = value;
3284 }
3285 }
3286
3287
3288 public int VehicleType
3289 {
3290 get
3291 {
3292 if (m_vehicle == null)
3293 return (int)Vehicle.TYPE_NONE;
3294 else
3295 return (int)m_vehicle.Type;
3296 }
3297 set
3298 {
3299 SetVehicleType(value);
3300 }
3113 } 3301 }
3114 3302
3115 public void SetVehicleType(int type) 3303 public void SetVehicleType(int type)
3116 { 3304 {
3117 if (PhysActor != null) 3305 m_vehicle = null;
3306
3307 if (type == (int)Vehicle.TYPE_NONE)
3308 {
3309 if (_parentID ==0 && PhysActor != null)
3310 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3311 return;
3312 }
3313 m_vehicle = new SOPVehicle();
3314 m_vehicle.ProcessTypeChange((Vehicle)type);
3315 {
3316 if (_parentID ==0 && PhysActor != null)
3317 PhysActor.VehicleType = type;
3318 return;
3319 }
3320 }
3321
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 if (m_vehicle == null)
3325 return;
3326
3327 m_vehicle.ProcessVehicleFlags(param, remove);
3328
3329 if (_parentID ==0 && PhysActor != null)
3118 { 3330 {
3119 PhysActor.VehicleType = type; 3331 PhysActor.VehicleFlags(param, remove);
3120 } 3332 }
3121 } 3333 }
3122 3334
3123 public void SetVehicleFloatParam(int param, float value) 3335 public void SetVehicleFloatParam(int param, float value)
3124 { 3336 {
3125 if (PhysActor != null) 3337 if (m_vehicle == null)
3338 return;
3339
3340 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3341
3342 if (_parentID == 0 && PhysActor != null)
3126 { 3343 {
3127 PhysActor.VehicleFloatParam(param, value); 3344 PhysActor.VehicleFloatParam(param, value);
3128 } 3345 }
@@ -3130,7 +3347,12 @@ namespace OpenSim.Region.Framework.Scenes
3130 3347
3131 public void SetVehicleVectorParam(int param, Vector3 value) 3348 public void SetVehicleVectorParam(int param, Vector3 value)
3132 { 3349 {
3133 if (PhysActor != null) 3350 if (m_vehicle == null)
3351 return;
3352
3353 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3354
3355 if (_parentID == 0 && PhysActor != null)
3134 { 3356 {
3135 PhysActor.VehicleVectorParam(param, value); 3357 PhysActor.VehicleVectorParam(param, value);
3136 } 3358 }
@@ -3138,7 +3360,12 @@ namespace OpenSim.Region.Framework.Scenes
3138 3360
3139 public void SetVehicleRotationParam(int param, Quaternion rotation) 3361 public void SetVehicleRotationParam(int param, Quaternion rotation)
3140 { 3362 {
3141 if (PhysActor != null) 3363 if (m_vehicle == null)
3364 return;
3365
3366 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3367
3368 if (_parentID == 0 && PhysActor != null)
3142 { 3369 {
3143 PhysActor.VehicleRotationParam(param, rotation); 3370 PhysActor.VehicleRotationParam(param, rotation);
3144 } 3371 }
@@ -3325,13 +3552,6 @@ namespace OpenSim.Region.Framework.Scenes
3325 hasProfileCut = hasDimple; // is it the same thing? 3552 hasProfileCut = hasDimple; // is it the same thing?
3326 } 3553 }
3327 3554
3328 public void SetVehicleFlags(int param, bool remove)
3329 {
3330 if (PhysActor != null)
3331 {
3332 PhysActor.VehicleFlags(param, remove);
3333 }
3334 }
3335 3555
3336 public void SetGroup(UUID groupID, IClientAPI client) 3556 public void SetGroup(UUID groupID, IClientAPI client)
3337 { 3557 {
@@ -3457,10 +3677,10 @@ namespace OpenSim.Region.Framework.Scenes
3457 // TODO: May need to fix for group comparison 3677 // TODO: May need to fix for group comparison
3458 if (last.Compare(this)) 3678 if (last.Compare(this))
3459 { 3679 {
3460 // m_log.DebugFormat( 3680 // m_log.DebugFormat(
3461 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3681 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3462 // Name, LocalId, m_undo.Count); 3682 // Name, LocalId, m_undo.Count);
3463 3683
3464 return; 3684 return;
3465 } 3685 }
3466 } 3686 }
@@ -3473,29 +3693,29 @@ namespace OpenSim.Region.Framework.Scenes
3473 if (ParentGroup.GetSceneMaxUndo() > 0) 3693 if (ParentGroup.GetSceneMaxUndo() > 0)
3474 { 3694 {
3475 UndoState nUndo = new UndoState(this, forGroup); 3695 UndoState nUndo = new UndoState(this, forGroup);
3476 3696
3477 m_undo.Push(nUndo); 3697 m_undo.Push(nUndo);
3478 3698
3479 if (m_redo.Count > 0) 3699 if (m_redo.Count > 0)
3480 m_redo.Clear(); 3700 m_redo.Clear();
3481 3701
3482 // m_log.DebugFormat( 3702 // m_log.DebugFormat(
3483 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3703 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3484 // Name, LocalId, forGroup, m_undo.Count); 3704 // Name, LocalId, forGroup, m_undo.Count);
3485 } 3705 }
3486 } 3706 }
3487 } 3707 }
3488 } 3708 }
3489// else 3709 // else
3490// { 3710 // {
3491// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3711 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3492// } 3712 // }
3493 } 3713 }
3494// else 3714 // else
3495// { 3715 // {
3496// m_log.DebugFormat( 3716 // m_log.DebugFormat(
3497// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3717 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3498// } 3718 // }
3499 } 3719 }
3500 3720
3501 /// <summary> 3721 /// <summary>
@@ -4219,13 +4439,17 @@ namespace OpenSim.Region.Framework.Scenes
4219 /// <param name="SetTemporary"></param> 4439 /// <param name="SetTemporary"></param>
4220 /// <param name="SetPhantom"></param> 4440 /// <param name="SetPhantom"></param>
4221 /// <param name="SetVD"></param> 4441 /// <param name="SetVD"></param>
4222 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4442// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4443 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4223 { 4444 {
4224 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4445 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4225 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4446 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
4226 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4447 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4227 bool wasVD = VolumeDetectActive; 4448 bool wasVD = VolumeDetectActive;
4228 4449
4450// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4451// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4452
4229 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4453 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4230 return; 4454 return;
4231 4455
@@ -4234,6 +4458,9 @@ namespace OpenSim.Region.Framework.Scenes
4234 // that... 4458 // that...
4235 // ... if VD is changed, all others are not. 4459 // ... if VD is changed, all others are not.
4236 // ... if one of the others is changed, VD is not. 4460 // ... if one of the others is changed, VD is not.
4461 // do this first
4462 if (building && PhysActor != null && PhysActor.Building != building)
4463 PhysActor.Building = building;
4237 if (SetVD) // VD is active, special logic applies 4464 if (SetVD) // VD is active, special logic applies
4238 { 4465 {
4239 // State machine logic for VolumeDetect 4466 // State machine logic for VolumeDetect
@@ -4255,6 +4482,11 @@ namespace OpenSim.Region.Framework.Scenes
4255 SetPhantom = false; 4482 SetPhantom = false;
4256 } 4483 }
4257 } 4484 }
4485 else if (wasVD)
4486 {
4487 // Correspondingly, if VD is turned off, also turn off phantom
4488 SetPhantom = false;
4489 }
4258 4490
4259 if (UsePhysics && IsJoint()) 4491 if (UsePhysics && IsJoint())
4260 { 4492 {
@@ -4310,11 +4542,17 @@ namespace OpenSim.Region.Framework.Scenes
4310 Shape, 4542 Shape,
4311 AbsolutePosition, 4543 AbsolutePosition,
4312 Scale, 4544 Scale,
4313 RotationOffset, 4545// RotationOffset,
4546 GetWorldRotation(), //physics wants world rotation like all other functions send
4314 UsePhysics, 4547 UsePhysics,
4315 m_localId); 4548 m_localId);
4316 4549
4317 PhysActor.SetMaterial(Material); 4550 PhysActor.SetMaterial(Material);
4551
4552 // if root part apply vehicle
4553 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4554 m_vehicle.SetVehicle(PhysActor);
4555
4318 DoPhysicsPropertyUpdate(UsePhysics, true); 4556 DoPhysicsPropertyUpdate(UsePhysics, true);
4319 4557
4320 if (!ParentGroup.IsDeleted) 4558 if (!ParentGroup.IsDeleted)
@@ -4390,6 +4628,9 @@ namespace OpenSim.Region.Framework.Scenes
4390 } 4628 }
4391 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4629 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4392 4630
4631 // and last in case we have a new actor and not building
4632 if (PhysActor != null && PhysActor.Building != building)
4633 PhysActor.Building = building;
4393 if (ParentGroup != null) 4634 if (ParentGroup != null)
4394 { 4635 {
4395 ParentGroup.HasGroupChanged = true; 4636 ParentGroup.HasGroupChanged = true;
@@ -4753,5 +4994,17 @@ namespace OpenSim.Region.Framework.Scenes
4753 Color color = Color; 4994 Color color = Color;
4754 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4995 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4755 } 4996 }
4997
4998 public void ResetOwnerChangeFlag()
4999 {
5000 List<UUID> inv = Inventory.GetInventoryList();
5001
5002 foreach (UUID itemID in inv)
5003 {
5004 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5005 item.OwnerChanged = false;
5006 Inventory.UpdateInventoryItem(item, false, false);
5007 }
5008 }
4756 } 5009 }
4757} 5010}
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 ec6bb89..2efb0d2 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
@@ -576,6 +582,13 @@ namespace OpenSim.Region.Framework.Scenes
576 } 582 }
577 private uint m_parentID; 583 private uint m_parentID;
578 584
585 public UUID ParentUUID
586 {
587 get { return m_parentUUID; }
588 set { m_parentUUID = value; }
589 }
590 private UUID m_parentUUID = UUID.Zero;
591
579 public float Health 592 public float Health
580 { 593 {
581 get { return m_health; } 594 get { return m_health; }
@@ -797,10 +810,37 @@ 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 m_pos = m_prevSitOffset;
831 pos = ParentPosition;
832 }
833 ParentUUID = UUID.Zero;
834
835 IsChildAgent = false;
836
837 Animator.TrySetMovementAnimation("SIT");
838 }
839 else
840 {
841 IsChildAgent = false;
842 }
843
804 844
805 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 845 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
806 if (gm != null) 846 if (gm != null)
@@ -810,62 +850,64 @@ namespace OpenSim.Region.Framework.Scenes
810 850
811 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 851 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
812 852
813 // Moved this from SendInitialData to ensure that Appearance is initialized 853 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 { 854 {
819 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 855 // Moved this from SendInitialData to ensure that Appearance is initialized
820 pos.X = crossedBorder.BorderLine.Z - 1; 856 // before the inventory is processed in MakeRootAgent. This fixes a race condition
821 } 857 // related to the handling of attachments
858 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
859 if (m_scene.TestBorderCross(pos, Cardinals.E))
860 {
861 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
862 pos.X = crossedBorder.BorderLine.Z - 1;
863 }
822 864
823 if (m_scene.TestBorderCross(pos, Cardinals.N)) 865 if (m_scene.TestBorderCross(pos, Cardinals.N))
824 { 866 {
825 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 867 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
826 pos.Y = crossedBorder.BorderLine.Z - 1; 868 pos.Y = crossedBorder.BorderLine.Z - 1;
827 } 869 }
828 870
829 CheckAndAdjustLandingPoint(ref pos); 871 CheckAndAdjustLandingPoint(ref pos);
830 872
831 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 873 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
832 { 874 {
833 m_log.WarnFormat( 875 m_log.WarnFormat(
834 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 876 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
835 pos, Name, UUID); 877 pos, Name, UUID);
836 878
837 if (pos.X < 0f) pos.X = 0f; 879 if (pos.X < 0f) pos.X = 0f;
838 if (pos.Y < 0f) pos.Y = 0f; 880 if (pos.Y < 0f) pos.Y = 0f;
839 if (pos.Z < 0f) pos.Z = 0f; 881 if (pos.Z < 0f) pos.Z = 0f;
840 } 882 }
841 883
842 float localAVHeight = 1.56f; 884 float localAVHeight = 1.56f;
843 if (Appearance.AvatarHeight > 0) 885 if (Appearance.AvatarHeight > 0)
844 localAVHeight = Appearance.AvatarHeight; 886 localAVHeight = Appearance.AvatarHeight;
845 887
846 float posZLimit = 0; 888 float posZLimit = 0;
847 889
848 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 890 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
849 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 891 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
850 892
851 float newPosZ = posZLimit + localAVHeight / 2; 893 float newPosZ = posZLimit + localAVHeight / 2;
852 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 894 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
853 { 895 {
854 pos.Z = newPosZ; 896 pos.Z = newPosZ;
855 } 897 }
856 AbsolutePosition = pos; 898 AbsolutePosition = pos;
857 899
858 AddToPhysicalScene(isFlying); 900 AddToPhysicalScene(isFlying);
859 901
860 if (ForceFly) 902 if (ForceFly)
861 { 903 {
862 Flying = true; 904 Flying = true;
863 } 905 }
864 else if (FlyDisabled) 906 else if (FlyDisabled)
865 { 907 {
866 Flying = false; 908 Flying = false;
909 }
867 } 910 }
868
869 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 911 // 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 912 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
871 // elsewhere anyway 913 // elsewhere anyway
@@ -883,14 +925,19 @@ namespace OpenSim.Region.Framework.Scenes
883 { 925 {
884 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 926 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
885 // Resume scripts 927 // Resume scripts
886 foreach (SceneObjectGroup sog in m_attachments) 928 Util.FireAndForget(delegate(object x) {
887 { 929 foreach (SceneObjectGroup sog in m_attachments)
888 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 930 {
889 sog.ResumeScripts(); 931 sog.ScheduleGroupForFullUpdate();
890 } 932 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
933 sog.ResumeScripts();
934 }
935 });
891 } 936 }
892 } 937 }
893 938
939 SendAvatarDataToAllAgents();
940
894 // send the animations of the other presences to me 941 // send the animations of the other presences to me
895 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 942 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
896 { 943 {
@@ -1687,9 +1734,9 @@ namespace OpenSim.Region.Framework.Scenes
1687 if (pos.Z - terrainHeight < 0.2) 1734 if (pos.Z - terrainHeight < 0.2)
1688 pos.Z = terrainHeight; 1735 pos.Z = terrainHeight;
1689 1736
1690 m_log.DebugFormat( 1737// m_log.DebugFormat(
1691 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1738// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1692 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1739// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1693 1740
1694 if (noFly) 1741 if (noFly)
1695 Flying = false; 1742 Flying = false;
@@ -1746,8 +1793,11 @@ namespace OpenSim.Region.Framework.Scenes
1746// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1793// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1747 1794
1748 SitGround = false; 1795 SitGround = false;
1796
1797/* move this down so avatar gets physical in the new position and not where it is siting
1749 if (PhysicsActor == null) 1798 if (PhysicsActor == null)
1750 AddToPhysicalScene(false); 1799 AddToPhysicalScene(false);
1800 */
1751 1801
1752 if (ParentID != 0) 1802 if (ParentID != 0)
1753 { 1803 {
@@ -1773,6 +1823,7 @@ namespace OpenSim.Region.Framework.Scenes
1773 if (part.SitTargetAvatar == UUID) 1823 if (part.SitTargetAvatar == UUID)
1774 part.SitTargetAvatar = UUID.Zero; 1824 part.SitTargetAvatar = UUID.Zero;
1775 1825
1826 part.ParentGroup.DeleteAvatar(UUID);
1776 ParentPosition = part.GetWorldPosition(); 1827 ParentPosition = part.GetWorldPosition();
1777 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1828 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1778 } 1829 }
@@ -1781,6 +1832,10 @@ namespace OpenSim.Region.Framework.Scenes
1781 ParentPosition = Vector3.Zero; 1832 ParentPosition = Vector3.Zero;
1782 1833
1783 ParentID = 0; 1834 ParentID = 0;
1835
1836 if (PhysicsActor == null)
1837 AddToPhysicalScene(false);
1838
1784 SendAvatarDataToAllAgents(); 1839 SendAvatarDataToAllAgents();
1785 m_requestedSitTargetID = 0; 1840 m_requestedSitTargetID = 0;
1786 1841
@@ -1788,6 +1843,9 @@ namespace OpenSim.Region.Framework.Scenes
1788 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1843 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1789 } 1844 }
1790 1845
1846 else if (PhysicsActor == null)
1847 AddToPhysicalScene(false);
1848
1791 Animator.TrySetMovementAnimation("STAND"); 1849 Animator.TrySetMovementAnimation("STAND");
1792 } 1850 }
1793 1851
@@ -1911,7 +1969,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 1969 forceMouselook = part.GetForceMouselook();
1912 1970
1913 ControllingClient.SendSitResponse( 1971 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1972 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 1973
1916 m_requestedSitTargetUUID = targetID; 1974 m_requestedSitTargetUUID = targetID;
1917 1975
@@ -2193,14 +2251,36 @@ namespace OpenSim.Region.Framework.Scenes
2193 2251
2194 //Quaternion result = (sitTargetOrient * vq) * nq; 2252 //Quaternion result = (sitTargetOrient * vq) * nq;
2195 2253
2196 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2254 double x, y, z, m;
2255
2256 Quaternion r = sitTargetOrient;
2257 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2258
2259 if (Math.Abs(1.0 - m) > 0.000001)
2260 {
2261 m = 1.0 / Math.Sqrt(m);
2262 r.X *= (float)m;
2263 r.Y *= (float)m;
2264 r.Z *= (float)m;
2265 r.W *= (float)m;
2266 }
2267
2268 x = 2 * (r.X * r.Z + r.Y * r.W);
2269 y = 2 * (-r.X * r.W + r.Y * r.Z);
2270 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2271
2272 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2273 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2274 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2197 Rotation = sitTargetOrient; 2275 Rotation = sitTargetOrient;
2198 ParentPosition = part.AbsolutePosition; 2276 ParentPosition = part.AbsolutePosition;
2277 part.ParentGroup.AddAvatar(UUID);
2199 } 2278 }
2200 else 2279 else
2201 { 2280 {
2202 m_pos -= part.AbsolutePosition; 2281 m_pos -= part.AbsolutePosition;
2203 ParentPosition = part.AbsolutePosition; 2282 ParentPosition = part.AbsolutePosition;
2283 part.ParentGroup.AddAvatar(UUID);
2204 2284
2205// m_log.DebugFormat( 2285// m_log.DebugFormat(
2206// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2286// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3042,6 +3122,9 @@ namespace OpenSim.Region.Framework.Scenes
3042 cAgent.AlwaysRun = SetAlwaysRun; 3122 cAgent.AlwaysRun = SetAlwaysRun;
3043 3123
3044 cAgent.Appearance = new AvatarAppearance(Appearance); 3124 cAgent.Appearance = new AvatarAppearance(Appearance);
3125
3126 cAgent.ParentPart = ParentUUID;
3127 cAgent.SitOffset = m_pos;
3045 3128
3046 lock (scriptedcontrols) 3129 lock (scriptedcontrols)
3047 { 3130 {
@@ -3101,6 +3184,8 @@ namespace OpenSim.Region.Framework.Scenes
3101 CameraAtAxis = cAgent.AtAxis; 3184 CameraAtAxis = cAgent.AtAxis;
3102 CameraLeftAxis = cAgent.LeftAxis; 3185 CameraLeftAxis = cAgent.LeftAxis;
3103 CameraUpAxis = cAgent.UpAxis; 3186 CameraUpAxis = cAgent.UpAxis;
3187 ParentUUID = cAgent.ParentPart;
3188 m_prevSitOffset = cAgent.SitOffset;
3104 3189
3105 // When we get to the point of re-computing neighbors everytime this 3190 // When we get to the point of re-computing neighbors everytime this
3106 // changes, then start using the agent's drawdistance rather than the 3191 // changes, then start using the agent's drawdistance rather than the
@@ -3307,6 +3392,8 @@ namespace OpenSim.Region.Framework.Scenes
3307 } 3392 }
3308 } 3393 }
3309 3394
3395 RaiseCollisionScriptEvents(coldata);
3396
3310 if (Invulnerable) 3397 if (Invulnerable)
3311 return; 3398 return;
3312 3399
@@ -3818,6 +3905,12 @@ namespace OpenSim.Region.Framework.Scenes
3818 3905
3819 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3906 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3820 { 3907 {
3908 string reason;
3909
3910 // Honor bans
3911 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3912 return;
3913
3821 SceneObjectGroup telehub = null; 3914 SceneObjectGroup telehub = null;
3822 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3915 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3823 { 3916 {
@@ -3857,11 +3950,173 @@ namespace OpenSim.Region.Framework.Scenes
3857 pos = land.LandData.UserLocation; 3950 pos = land.LandData.UserLocation;
3858 } 3951 }
3859 } 3952 }
3860 3953
3861 land.SendLandUpdateToClient(ControllingClient); 3954 land.SendLandUpdateToClient(ControllingClient);
3862 } 3955 }
3863 } 3956 }
3864 3957
3958 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3959 {
3960 lock(m_collisionEventLock)
3961 {
3962 if (m_collisionEventFlag)
3963 return;
3964 m_collisionEventFlag = true;
3965 }
3966
3967 Util.FireAndForget(delegate(object x)
3968 {
3969 try
3970 {
3971 List<uint> thisHitColliders = new List<uint>();
3972 List<uint> endedColliders = new List<uint>();
3973 List<uint> startedColliders = new List<uint>();
3974
3975 foreach (uint localid in coldata.Keys)
3976 {
3977 thisHitColliders.Add(localid);
3978 if (!m_lastColliders.Contains(localid))
3979 {
3980 startedColliders.Add(localid);
3981 }
3982 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3983 }
3984
3985 // calculate things that ended colliding
3986 foreach (uint localID in m_lastColliders)
3987 {
3988 if (!thisHitColliders.Contains(localID))
3989 {
3990 endedColliders.Add(localID);
3991 }
3992 }
3993 //add the items that started colliding this time to the last colliders list.
3994 foreach (uint localID in startedColliders)
3995 {
3996 m_lastColliders.Add(localID);
3997 }
3998 // remove things that ended colliding from the last colliders list
3999 foreach (uint localID in endedColliders)
4000 {
4001 m_lastColliders.Remove(localID);
4002 }
4003
4004 // do event notification
4005 if (startedColliders.Count > 0)
4006 {
4007 ColliderArgs StartCollidingMessage = new ColliderArgs();
4008 List<DetectedObject> colliding = new List<DetectedObject>();
4009 foreach (uint localId in startedColliders)
4010 {
4011 if (localId == 0)
4012 continue;
4013
4014 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4015 string data = "";
4016 if (obj != null)
4017 {
4018 DetectedObject detobj = new DetectedObject();
4019 detobj.keyUUID = obj.UUID;
4020 detobj.nameStr = obj.Name;
4021 detobj.ownerUUID = obj.OwnerID;
4022 detobj.posVector = obj.AbsolutePosition;
4023 detobj.rotQuat = obj.GetWorldRotation();
4024 detobj.velVector = obj.Velocity;
4025 detobj.colliderType = 0;
4026 detobj.groupUUID = obj.GroupID;
4027 colliding.Add(detobj);
4028 }
4029 }
4030
4031 if (colliding.Count > 0)
4032 {
4033 StartCollidingMessage.Colliders = colliding;
4034
4035 foreach (SceneObjectGroup att in GetAttachments())
4036 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4037 }
4038 }
4039
4040 if (endedColliders.Count > 0)
4041 {
4042 ColliderArgs EndCollidingMessage = new ColliderArgs();
4043 List<DetectedObject> colliding = new List<DetectedObject>();
4044 foreach (uint localId in endedColliders)
4045 {
4046 if (localId == 0)
4047 continue;
4048
4049 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4050 string data = "";
4051 if (obj != null)
4052 {
4053 DetectedObject detobj = new DetectedObject();
4054 detobj.keyUUID = obj.UUID;
4055 detobj.nameStr = obj.Name;
4056 detobj.ownerUUID = obj.OwnerID;
4057 detobj.posVector = obj.AbsolutePosition;
4058 detobj.rotQuat = obj.GetWorldRotation();
4059 detobj.velVector = obj.Velocity;
4060 detobj.colliderType = 0;
4061 detobj.groupUUID = obj.GroupID;
4062 colliding.Add(detobj);
4063 }
4064 }
4065
4066 if (colliding.Count > 0)
4067 {
4068 EndCollidingMessage.Colliders = colliding;
4069
4070 foreach (SceneObjectGroup att in GetAttachments())
4071 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4072 }
4073 }
4074
4075 if (thisHitColliders.Count > 0)
4076 {
4077 ColliderArgs CollidingMessage = new ColliderArgs();
4078 List<DetectedObject> colliding = new List<DetectedObject>();
4079 foreach (uint localId in thisHitColliders)
4080 {
4081 if (localId == 0)
4082 continue;
4083
4084 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4085 string data = "";
4086 if (obj != null)
4087 {
4088 DetectedObject detobj = new DetectedObject();
4089 detobj.keyUUID = obj.UUID;
4090 detobj.nameStr = obj.Name;
4091 detobj.ownerUUID = obj.OwnerID;
4092 detobj.posVector = obj.AbsolutePosition;
4093 detobj.rotQuat = obj.GetWorldRotation();
4094 detobj.velVector = obj.Velocity;
4095 detobj.colliderType = 0;
4096 detobj.groupUUID = obj.GroupID;
4097 colliding.Add(detobj);
4098 }
4099 }
4100
4101 if (colliding.Count > 0)
4102 {
4103 CollidingMessage.Colliders = colliding;
4104
4105 lock (m_attachments)
4106 {
4107 foreach (SceneObjectGroup att in m_attachments)
4108 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4109 }
4110 }
4111 }
4112 }
4113 finally
4114 {
4115 m_collisionEventFlag = false;
4116 }
4117 });
4118 }
4119
3865 private void TeleportFlagsDebug() { 4120 private void TeleportFlagsDebug() {
3866 4121
3867 // Some temporary debugging help to show all the TeleportFlags we have... 4122 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3886,6 +4141,5 @@ namespace OpenSim.Region.Framework.Scenes
3886 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4141 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3887 4142
3888 } 4143 }
3889
3890 } 4144 }
3891} 4145}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..51a3320 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 +353,16 @@ 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 //Ubit comented until proper testing
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365
350 #endregion 366 #endregion
351 367
352 #region TaskInventoryXmlProcessors initialization 368 #region TaskInventoryXmlProcessors initialization
@@ -569,6 +585,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 585 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 586 }
571 587
588 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
589 {
590 bool errors = false;
591 SOPVehicle _vehicle = new SOPVehicle();
592
593 _vehicle.FromXml2(reader, out errors);
594
595 if (errors)
596 {
597 obj.sopVehicle = null;
598 m_log.DebugFormat(
599 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
600 obj.Name, obj.UUID);
601 }
602 else
603 obj.sopVehicle = _vehicle;
604 }
605
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 606 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 607 {
574 List<string> errorNodeNames; 608 List<string> errorNodeNames;
@@ -733,6 +767,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 767 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 768 }
735 769
770 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
771 {
772 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
773 }
774
775 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
776 {
777 obj.Force = Util.ReadVector(reader, "Force");
778 }
779 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
780 {
781 obj.Torque = Util.ReadVector(reader, "Torque");
782 }
783
784 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
785 {
786 obj.VolumeDetectActive = Util.ReadBoolean(reader);
787 }
788
736 #endregion 789 #endregion
737 790
738 #region TaskInventoryXmlProcessors 791 #region TaskInventoryXmlProcessors
@@ -1120,6 +1173,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1173 });
1121 1174
1122 writer.WriteEndElement(); 1175 writer.WriteEndElement();
1176
1177 if (sog.RootPart.KeyframeMotion != null)
1178 {
1179 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1180
1181 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1182 writer.WriteBase64(data, 0, data.Length);
1183 writer.WriteEndElement();
1184 }
1185
1123 writer.WriteEndElement(); 1186 writer.WriteEndElement();
1124 } 1187 }
1125 1188
@@ -1218,6 +1281,17 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1281 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1282 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1283
1284 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1285
1286 WriteVector(writer, "Force", sop.Force);
1287 WriteVector(writer, "Torque", sop.Torque);
1288
1289 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1290
1291 //Ubit comented until proper testing
1292 if (sop.sopVehicle != null)
1293 sop.sopVehicle.ToXml2(writer);
1294
1221 writer.WriteEndElement(); 1295 writer.WriteEndElement();
1222 } 1296 }
1223 1297
@@ -1487,12 +1561,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1561 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1562 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1563
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1564 reader.ReadStartElement(name, String.Empty);
1497 1565
1498 while (reader.Name == "TaskInventoryItem") 1566 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
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;