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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs765
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs348
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs707
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs454
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs251
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1438
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1495
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1074
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 7209 insertions, 2336 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e92a087..65c279e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -134,6 +135,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
134 SendAnimPack(); 135 SendAnimPack();
135 } 136 }
136 137
138 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
139 {
140 if (m_scenePresence.IsChildAgent)
141 return;
142
143 if (animID != UUID.Zero)
144 {
145 if (addRemove)
146 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
147 else
148 m_animations.Remove(animID, true);
149 }
150 if(sendPack)
151 SendAnimPack();
152 }
153
137 // Called from scripts 154 // Called from scripts
138 public void RemoveAnimation(string name) 155 public void RemoveAnimation(string name)
139 { 156 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 59d0148..4733547 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1423,6 +1428,26 @@ namespace OpenSim.Region.Framework.Scenes
1423 } 1428 }
1424 } 1429 }
1425 } 1430 }
1431 public void TriggerTerrainUpdate()
1432 {
1433 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1434 if (handlerTerrainUpdate != null)
1435 {
1436 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1437 {
1438 try
1439 {
1440 d();
1441 }
1442 catch (Exception e)
1443 {
1444 m_log.ErrorFormat(
1445 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1446 e.Message, e.StackTrace);
1447 }
1448 }
1449 }
1450 }
1426 1451
1427 public void TriggerTerrainTick() 1452 public void TriggerTerrainTick()
1428 { 1453 {
@@ -1755,6 +1780,7 @@ namespace OpenSim.Region.Framework.Scenes
1755 m_log.ErrorFormat( 1780 m_log.ErrorFormat(
1756 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1781 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1757 e.Message, e.StackTrace); 1782 e.Message, e.StackTrace);
1783 m_log.ErrorFormat(Environment.StackTrace);
1758 } 1784 }
1759 } 1785 }
1760 } 1786 }
@@ -3033,6 +3059,7 @@ namespace OpenSim.Region.Framework.Scenes
3033 { 3059 {
3034 foreach (Action<Scene> d in handler.GetInvocationList()) 3060 foreach (Action<Scene> d in handler.GetInvocationList())
3035 { 3061 {
3062 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3036 try 3063 try
3037 { 3064 {
3038 d(s); 3065 d(s);
@@ -3045,6 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
3045 } 3072 }
3046 } 3073 }
3047 } 3074 }
3075 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3048 } 3076 }
3049 3077
3050 public void TriggerOnRegionStarted(Scene scene) 3078 public void TriggerOnRegionStarted(Scene scene)
@@ -3214,5 +3242,14 @@ namespace OpenSim.Region.Framework.Scenes
3214 } 3242 }
3215 } 3243 }
3216 } 3244 }
3245
3246 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3247 {
3248 ThrottleUpdate handler = OnThrottleUpdate;
3249 if (handler != null)
3250 {
3251 handler(scenePresence);
3252 }
3253 }
3217 } 3254 }
3218} 3255}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..6dc6504
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,765 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 public class KeyframeTimer
26 {
27 private static Dictionary<Scene, KeyframeTimer>m_timers =
28 new Dictionary<Scene, KeyframeTimer>();
29
30 private Timer m_timer;
31 private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
32 private object m_lockObject = new object();
33 private object m_timerLock = new object();
34 private const double m_tickDuration = 50.0;
35 private Scene m_scene;
36
37 public double TickDuration
38 {
39 get { return m_tickDuration; }
40 }
41
42 public KeyframeTimer(Scene scene)
43 {
44 m_timer = new Timer();
45 m_timer.Interval = TickDuration;
46 m_timer.AutoReset = true;
47 m_timer.Elapsed += OnTimer;
48
49 m_scene = scene;
50
51 m_timer.Start();
52 }
53
54 private void OnTimer(object sender, ElapsedEventArgs ea)
55 {
56 if (!Monitor.TryEnter(m_timerLock))
57 return;
58
59 try
60 {
61 List<KeyframeMotion> motions;
62
63 lock (m_lockObject)
64 {
65 motions = new List<KeyframeMotion>(m_motions.Keys);
66 }
67
68 foreach (KeyframeMotion m in motions)
69 {
70 try
71 {
72 m.OnTimer(TickDuration);
73 }
74 catch (Exception inner)
75 {
76 // Don't stop processing
77 }
78 }
79 }
80 catch (Exception e)
81 {
82 // Keep running no matter what
83 }
84 finally
85 {
86 Monitor.Exit(m_timerLock);
87 }
88 }
89
90 public static void Add(KeyframeMotion motion)
91 {
92 KeyframeTimer timer;
93
94 if (motion.Scene == null)
95 return;
96
97 lock (m_timers)
98 {
99 if (!m_timers.TryGetValue(motion.Scene, out timer))
100 {
101 timer = new KeyframeTimer(motion.Scene);
102 m_timers[motion.Scene] = timer;
103 }
104 }
105
106 lock (timer.m_lockObject)
107 {
108 timer.m_motions[motion] = null;
109 }
110 }
111
112 public static void Remove(KeyframeMotion motion)
113 {
114 KeyframeTimer timer;
115
116 if (motion.Scene == null)
117 return;
118
119 lock (m_timers)
120 {
121 if (!m_timers.TryGetValue(motion.Scene, out timer))
122 {
123 return;
124 }
125 }
126
127 lock (timer.m_lockObject)
128 {
129 timer.m_motions.Remove(motion);
130 }
131 }
132 }
133
134 [Serializable]
135 public class KeyframeMotion
136 {
137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
138
139 public enum PlayMode : int
140 {
141 Forward = 0,
142 Reverse = 1,
143 Loop = 2,
144 PingPong = 3
145 };
146
147 [Flags]
148 public enum DataFormat : int
149 {
150 Translation = 2,
151 Rotation = 1
152 }
153
154 [Serializable]
155 public struct Keyframe
156 {
157 public Vector3? Position;
158 public Quaternion? Rotation;
159 public Quaternion StartRotation;
160 public int TimeMS;
161 public int TimeTotal;
162 public Vector3 AngularVelocity;
163 };
164
165 private Vector3 m_serializedPosition;
166 private Vector3 m_basePosition;
167 private Quaternion m_baseRotation;
168
169 private Keyframe m_currentFrame;
170
171 private List<Keyframe> m_frames = new List<Keyframe>();
172
173 private Keyframe[] m_keyframes;
174
175 // skip timer events.
176 //timer.stop doesn't assure there aren't event threads still being fired
177 [NonSerialized()]
178 private bool m_timerStopped;
179
180 [NonSerialized()]
181 private bool m_isCrossing;
182
183 [NonSerialized()]
184 private bool m_waitingCrossing;
185
186 // retry position for cross fail
187 [NonSerialized()]
188 private Vector3 m_nextPosition;
189
190 [NonSerialized()]
191 private SceneObjectGroup m_group;
192
193 private PlayMode m_mode = PlayMode.Forward;
194 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
195
196 private bool m_running = false;
197
198 [NonSerialized()]
199 private bool m_selected = false;
200
201 private int m_iterations = 0;
202
203 private int m_skipLoops = 0;
204
205 [NonSerialized()]
206 private Scene m_scene;
207
208 public Scene Scene
209 {
210 get { return m_scene; }
211 }
212
213 public DataFormat Data
214 {
215 get { return m_data; }
216 }
217
218 public bool Selected
219 {
220 set
221 {
222 if (m_group != null)
223 {
224 if (!value)
225 {
226 // Once we're let go, recompute positions
227 if (m_selected)
228 UpdateSceneObject(m_group);
229 }
230 else
231 {
232 // Save selection position in case we get moved
233 if (!m_selected)
234 {
235 StopTimer();
236 m_serializedPosition = m_group.AbsolutePosition;
237 }
238 }
239 }
240 m_isCrossing = false;
241 m_waitingCrossing = false;
242 m_selected = value;
243 }
244 }
245
246 private void StartTimer()
247 {
248 KeyframeTimer.Add(this);
249 m_timerStopped = false;
250 }
251
252 private void StopTimer()
253 {
254 m_timerStopped = true;
255 KeyframeTimer.Remove(this);
256 }
257
258 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
259 {
260 KeyframeMotion newMotion = null;
261
262 try
263 {
264 MemoryStream ms = new MemoryStream(data);
265 BinaryFormatter fmt = new BinaryFormatter();
266
267 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
268
269 newMotion.m_group = grp;
270
271 if (grp != null)
272 {
273 newMotion.m_scene = grp.Scene;
274 if (grp.IsSelected)
275 newMotion.m_selected = true;
276 }
277
278 newMotion.m_timerStopped = false;
279 newMotion.m_isCrossing = false;
280 newMotion.m_waitingCrossing = false;
281 }
282 catch
283 {
284 newMotion = null;
285 }
286
287 return newMotion;
288 }
289
290 public void UpdateSceneObject(SceneObjectGroup grp)
291 {
292 m_isCrossing = false;
293 m_waitingCrossing = false;
294 StopTimer();
295
296 if (grp == null)
297 return;
298
299 m_group = grp;
300 m_scene = grp.Scene;
301
302 Vector3 grppos = grp.AbsolutePosition;
303 Vector3 offset = grppos - m_serializedPosition;
304 // avoid doing it more than once
305 // current this will happen draging a prim to other region
306 m_serializedPosition = grppos;
307
308 m_basePosition += offset;
309 m_currentFrame.Position += offset;
310
311 m_nextPosition += offset;
312
313 for (int i = 0; i < m_frames.Count; i++)
314 {
315 Keyframe k = m_frames[i];
316 k.Position += offset;
317 m_frames[i]=k;
318 }
319
320 if (m_running)
321 Start();
322 }
323
324 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
325 {
326 m_mode = mode;
327 m_data = data;
328
329 m_group = grp;
330 if (grp != null)
331 {
332 m_basePosition = grp.AbsolutePosition;
333 m_baseRotation = grp.GroupRotation;
334 m_scene = grp.Scene;
335 }
336
337 m_timerStopped = true;
338 m_isCrossing = false;
339 m_waitingCrossing = false;
340 }
341
342 public void SetKeyframes(Keyframe[] frames)
343 {
344 m_keyframes = frames;
345 }
346
347 public KeyframeMotion Copy(SceneObjectGroup newgrp)
348 {
349 StopTimer();
350
351 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
352
353 newmotion.m_group = newgrp;
354 newmotion.m_scene = newgrp.Scene;
355
356 if (m_keyframes != null)
357 {
358 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
359 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
360 }
361
362 newmotion.m_frames = new List<Keyframe>(m_frames);
363
364 newmotion.m_basePosition = m_basePosition;
365 newmotion.m_baseRotation = m_baseRotation;
366
367 if (m_selected)
368 newmotion.m_serializedPosition = m_serializedPosition;
369 else
370 {
371 if (m_group != null)
372 newmotion.m_serializedPosition = m_group.AbsolutePosition;
373 else
374 newmotion.m_serializedPosition = m_serializedPosition;
375 }
376
377 newmotion.m_currentFrame = m_currentFrame;
378
379 newmotion.m_iterations = m_iterations;
380 newmotion.m_running = m_running;
381
382 if (m_running && !m_waitingCrossing)
383 StartTimer();
384
385 return newmotion;
386 }
387
388 public void Delete()
389 {
390 m_running = false;
391 StopTimer();
392 m_isCrossing = false;
393 m_waitingCrossing = false;
394 m_frames.Clear();
395 m_keyframes = null;
396 }
397
398 public void Start()
399 {
400 m_isCrossing = false;
401 m_waitingCrossing = false;
402 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
403 {
404 StartTimer();
405 m_running = true;
406 }
407 else
408 {
409 m_running = false;
410 StopTimer();
411 }
412 }
413
414 public void Stop()
415 {
416 m_running = false;
417 m_isCrossing = false;
418 m_waitingCrossing = false;
419
420 StopTimer();
421
422 m_basePosition = m_group.AbsolutePosition;
423 m_baseRotation = m_group.GroupRotation;
424
425 m_group.RootPart.Velocity = Vector3.Zero;
426 m_group.RootPart.AngularVelocity = Vector3.Zero;
427 m_group.SendGroupRootTerseUpdate();
428// m_group.RootPart.ScheduleTerseUpdate();
429 m_frames.Clear();
430 }
431
432 public void Pause()
433 {
434 m_running = false;
435 StopTimer();
436
437 m_group.RootPart.Velocity = Vector3.Zero;
438 m_group.RootPart.AngularVelocity = Vector3.Zero;
439 m_group.SendGroupRootTerseUpdate();
440// m_group.RootPart.ScheduleTerseUpdate();
441
442 }
443
444 private void GetNextList()
445 {
446 m_frames.Clear();
447 Vector3 pos = m_basePosition;
448 Quaternion rot = m_baseRotation;
449
450 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
451 {
452 int direction = 1;
453 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
454 direction = -1;
455
456 int start = 0;
457 int end = m_keyframes.Length;
458
459 if (direction < 0)
460 {
461 start = m_keyframes.Length - 1;
462 end = -1;
463 }
464
465 for (int i = start; i != end ; i += direction)
466 {
467 Keyframe k = m_keyframes[i];
468
469 if (k.Position.HasValue)
470 {
471 k.Position = (k.Position * direction);
472// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
473 k.Position += pos;
474 }
475 else
476 {
477 k.Position = pos;
478// k.Velocity = Vector3.Zero;
479 }
480
481 k.StartRotation = rot;
482 if (k.Rotation.HasValue)
483 {
484 if (direction == -1)
485 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
486 k.Rotation = rot * k.Rotation;
487 }
488 else
489 {
490 k.Rotation = rot;
491 }
492
493/* ang vel not in use for now
494
495 float angle = 0;
496
497 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;
498 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;
499 float aa_bb = aa * bb;
500
501 if (aa_bb == 0)
502 {
503 angle = 0;
504 }
505 else
506 {
507 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
508 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
509 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
510 k.StartRotation.W * ((Quaternion)k.Rotation).W;
511 float q = (ab * ab) / aa_bb;
512
513 if (q > 1.0f)
514 {
515 angle = 0;
516 }
517 else
518 {
519 angle = (float)Math.Acos(2 * q - 1);
520 }
521 }
522
523 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
524 */
525 k.TimeTotal = k.TimeMS;
526
527 m_frames.Add(k);
528
529 pos = (Vector3)k.Position;
530 rot = (Quaternion)k.Rotation;
531 }
532
533 m_basePosition = pos;
534 m_baseRotation = rot;
535
536 m_iterations++;
537 }
538 }
539
540 public void OnTimer(double tickDuration)
541 {
542 if (m_skipLoops > 0)
543 {
544 m_skipLoops--;
545 return;
546 }
547
548 if (m_timerStopped) // trap events still in air even after a timer.stop
549 return;
550
551 if (m_group == null)
552 return;
553
554 bool update = false;
555
556 if (m_selected)
557 {
558 if (m_group.RootPart.Velocity != Vector3.Zero)
559 {
560 m_group.RootPart.Velocity = Vector3.Zero;
561 m_group.SendGroupRootTerseUpdate();
562
563 }
564 return;
565 }
566
567 if (m_isCrossing)
568 {
569 // if crossing and timer running then cross failed
570 // wait some time then
571 // retry to set the position that evtually caused the outbound
572 // if still outside region this will call startCrossing below
573 m_isCrossing = false;
574 m_group.AbsolutePosition = m_nextPosition;
575 if (!m_isCrossing)
576 {
577 StopTimer();
578 StartTimer();
579 }
580 return;
581 }
582
583 if (m_frames.Count == 0)
584 {
585 GetNextList();
586
587 if (m_frames.Count == 0)
588 {
589 Stop();
590 Scene scene = m_group.Scene;
591
592 IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
593 foreach (IScriptModule m in scriptModules)
594 {
595 if (m == null)
596 continue;
597 m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
598 }
599
600 return;
601 }
602
603 m_currentFrame = m_frames[0];
604 m_currentFrame.TimeMS += (int)tickDuration;
605
606 //force a update on a keyframe transition
607 update = true;
608 }
609
610 m_currentFrame.TimeMS -= (int)tickDuration;
611
612 // Do the frame processing
613 double steps = (double)m_currentFrame.TimeMS / tickDuration;
614
615 if (steps <= 0.0)
616 {
617 m_group.RootPart.Velocity = Vector3.Zero;
618 m_group.RootPart.AngularVelocity = Vector3.Zero;
619
620 m_nextPosition = (Vector3)m_currentFrame.Position;
621 m_group.AbsolutePosition = m_nextPosition;
622
623 // we are sending imediate updates, no doing force a extra terseUpdate
624 // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
625
626 m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
627 m_frames.RemoveAt(0);
628 if (m_frames.Count > 0)
629 m_currentFrame = m_frames[0];
630
631 update = true;
632 }
633 else
634 {
635 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
636
637 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
638 Vector3 motionThisFrame = v / (float)steps;
639 v = v * 1000 / m_currentFrame.TimeMS;
640
641 if (Vector3.Mag(motionThisFrame) >= 0.05f)
642 {
643 // m_group.AbsolutePosition += motionThisFrame;
644 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
645 m_group.AbsolutePosition = m_nextPosition;
646
647 m_group.RootPart.Velocity = v;
648 update = true;
649 }
650
651 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
652 {
653 Quaternion current = m_group.GroupRotation;
654
655 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
656 step.Normalize();
657/* use simpler change detection
658* float angle = 0;
659
660 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
661 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
662 float aa_bb = aa * bb;
663
664 if (aa_bb == 0)
665 {
666 angle = 0;
667 }
668 else
669 {
670 float ab = current.X * step.X +
671 current.Y * step.Y +
672 current.Z * step.Z +
673 current.W * step.W;
674 float q = (ab * ab) / aa_bb;
675
676 if (q > 1.0f)
677 {
678 angle = 0;
679 }
680 else
681 {
682 angle = (float)Math.Acos(2 * q - 1);
683 }
684 }
685
686 if (angle > 0.01f)
687*/
688 if(Math.Abs(step.X - current.X) > 0.001f
689 || Math.Abs(step.Y - current.Y) > 0.001f
690 || Math.Abs(step.Z - current.Z) > 0.001f)
691 // assuming w is a dependente var
692
693 {
694// m_group.UpdateGroupRotationR(step);
695 m_group.RootPart.RotationOffset = step;
696
697 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
698 update = true;
699 }
700 }
701 }
702
703 if (update)
704 {
705 m_group.SendGroupRootTerseUpdate();
706 }
707 }
708
709 public Byte[] Serialize()
710 {
711 StopTimer();
712 MemoryStream ms = new MemoryStream();
713
714 BinaryFormatter fmt = new BinaryFormatter();
715 SceneObjectGroup tmp = m_group;
716 m_group = null;
717 if (!m_selected && tmp != null)
718 m_serializedPosition = tmp.AbsolutePosition;
719 fmt.Serialize(ms, this);
720 m_group = tmp;
721 if (m_running && !m_waitingCrossing)
722 StartTimer();
723
724 return ms.ToArray();
725 }
726
727 public void StartCrossingCheck()
728 {
729 // timer will be restart by crossingFailure
730 // or never since crossing worked and this
731 // should be deleted
732 StopTimer();
733
734 m_isCrossing = true;
735 m_waitingCrossing = true;
736
737 // to remove / retune to smoth crossings
738 if (m_group.RootPart.Velocity != Vector3.Zero)
739 {
740 m_group.RootPart.Velocity = Vector3.Zero;
741 m_group.SendGroupRootTerseUpdate();
742// m_group.RootPart.ScheduleTerseUpdate();
743 }
744 }
745
746 public void CrossingFailure()
747 {
748 m_waitingCrossing = false;
749
750 if (m_group != null)
751 {
752 m_group.RootPart.Velocity = Vector3.Zero;
753 m_group.SendGroupRootTerseUpdate();
754// m_group.RootPart.ScheduleTerseUpdate();
755
756 if (m_running)
757 {
758 StopTimer();
759 m_skipLoops = 1200; // 60 seconds
760 StartTimer();
761 }
762 }
763 }
764 }
765}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6808017..a9e1fc2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -407,6 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
407 if (item.Owner != remoteClient.AgentId) 401 if (item.Owner != remoteClient.AgentId)
408 return; 402 return;
409 403
404 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
410 item.Name = itemUpd.Name; 405 item.Name = itemUpd.Name;
411 item.Description = itemUpd.Description; 406 item.Description = itemUpd.Description;
412 407
@@ -794,6 +789,8 @@ namespace OpenSim.Region.Framework.Scenes
794 return; 789 return;
795 } 790 }
796 791
792 if (newName == null) newName = item.Name;
793
797 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 794 AssetBase asset = AssetService.Get(item.AssetID.ToString());
798 795
799 if (asset != null) 796 if (asset != null)
@@ -854,6 +851,24 @@ namespace OpenSim.Region.Framework.Scenes
854 } 851 }
855 852
856 /// <summary> 853 /// <summary>
854 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
855 /// </summary>
856 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
857 {
858 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
859 foreach (InventoryItemBase b in items)
860 {
861 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
862 InventoryItemBase n = InventoryService.GetItem(b);
863 n.Folder = destfolder;
864 moveitems.Add(n);
865 remoteClient.SendInventoryItemCreateUpdate(n, 0);
866 }
867
868 MoveInventoryItem(remoteClient, moveitems);
869 }
870
871 /// <summary>
857 /// Move an item within the agent's inventory. 872 /// Move an item within the agent's inventory.
858 /// </summary> 873 /// </summary>
859 /// <param name="remoteClient"></param> 874 /// <param name="remoteClient"></param>
@@ -888,11 +903,22 @@ namespace OpenSim.Region.Framework.Scenes
888 public void CreateNewInventoryItem( 903 public void CreateNewInventoryItem(
889 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 904 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
890 string name, string description, uint flags, uint callbackID, 905 string name, string description, uint flags, uint callbackID,
891 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 906 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
892 { 907 {
893 CreateNewInventoryItem( 908 CreateNewInventoryItem(
894 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 909 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
895 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 910 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate, transationID);
911 }
912
913
914 private void CreateNewInventoryItem(
915 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
916 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
917 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
918 {
919 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
920 name, description, flags, callbackID, asset, invType,
921 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
896 } 922 }
897 923
898 /// <summary> 924 /// <summary>
@@ -917,7 +943,7 @@ namespace OpenSim.Region.Framework.Scenes
917 private void CreateNewInventoryItem( 943 private void CreateNewInventoryItem(
918 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 944 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
919 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 945 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
920 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 946 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
921 { 947 {
922 InventoryItemBase item = new InventoryItemBase(); 948 InventoryItemBase item = new InventoryItemBase();
923 item.Owner = remoteClient.AgentId; 949 item.Owner = remoteClient.AgentId;
@@ -940,7 +966,7 @@ namespace OpenSim.Region.Framework.Scenes
940 966
941 if (AddInventoryItem(item)) 967 if (AddInventoryItem(item))
942 { 968 {
943 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 969 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
944 } 970 }
945 else 971 else
946 { 972 {
@@ -1215,6 +1241,10 @@ namespace OpenSim.Region.Framework.Scenes
1215 { 1241 {
1216 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1242 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1217 1243
1244 // Can't move a null item
1245 if (itemId == UUID.Zero)
1246 return;
1247
1218 if (null == part) 1248 if (null == part)
1219 { 1249 {
1220 m_log.WarnFormat( 1250 m_log.WarnFormat(
@@ -1319,21 +1349,28 @@ namespace OpenSim.Region.Framework.Scenes
1319 return; 1349 return;
1320 } 1350 }
1321 1351
1322 if (part.OwnerID != destPart.OwnerID) 1352 // Can't transfer this
1353 //
1354 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1355 return;
1356
1357 bool overrideNoMod = false;
1358 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1359 overrideNoMod = true;
1360
1361 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1323 { 1362 {
1324 // Source must have transfer permissions 1363 // object cannot copy items to an object owned by a different owner
1325 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1364 // unless llAllowInventoryDrop has been called
1326 return;
1327 1365
1328 // Object cannot copy items to an object owned by a different owner 1366 return;
1329 // unless llAllowInventoryDrop has been called on the destination
1330 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1331 return;
1332 } 1367 }
1333 1368
1334 // must have both move and modify permission to put an item in an object 1369 // must have both move and modify permission to put an item in an object
1335 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1370 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1371 {
1336 return; 1372 return;
1373 }
1337 1374
1338 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1375 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1339 1376
@@ -1389,6 +1426,14 @@ namespace OpenSim.Region.Framework.Scenes
1389 1426
1390 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1427 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1391 { 1428 {
1429 SceneObjectPart destPart = GetSceneObjectPart(destID);
1430 if (destPart != null) // Move into a prim
1431 {
1432 foreach(UUID itemID in items)
1433 MoveTaskInventoryItem(destID, host, itemID);
1434 return destID; // Prim folder ID == prim ID
1435 }
1436
1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1437 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1393 1438
1394 UUID newFolderID = UUID.Random(); 1439 UUID newFolderID = UUID.Random();
@@ -1571,12 +1616,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1616 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1572 remoteClient, part, transactionID, currentItem); 1617 remoteClient, part, transactionID, currentItem);
1573 1618
1574 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1619// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1575 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1620// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1576 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1621// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1577 remoteClient.SendAgentAlertMessage("Script saved", false); 1622// remoteClient.SendAgentAlertMessage("Script saved", false);
1578 else 1623// else
1579 remoteClient.SendAgentAlertMessage("Item saved", false); 1624// remoteClient.SendAgentAlertMessage("Item saved", false);
1580 } 1625 }
1581 1626
1582 // Base ALWAYS has move 1627 // Base ALWAYS has move
@@ -1946,23 +1991,32 @@ namespace OpenSim.Region.Framework.Scenes
1946 // build a list of eligible objects 1991 // build a list of eligible objects
1947 List<uint> deleteIDs = new List<uint>(); 1992 List<uint> deleteIDs = new List<uint>();
1948 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1993 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1949 1994 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1950 // Start with true for both, then remove the flags if objects
1951 // that we can't derez are part of the selection
1952 bool permissionToTake = true;
1953 bool permissionToTakeCopy = true;
1954 bool permissionToDelete = true;
1955 1995
1956 foreach (uint localID in localIDs) 1996 foreach (uint localID in localIDs)
1957 { 1997 {
1998 // Start with true for both, then remove the flags if objects
1999 // that we can't derez are part of the selection
2000 bool permissionToTake = true;
2001 bool permissionToTakeCopy = true;
2002 bool permissionToDelete = true;
2003
1958 // Invalid id 2004 // Invalid id
1959 SceneObjectPart part = GetSceneObjectPart(localID); 2005 SceneObjectPart part = GetSceneObjectPart(localID);
1960 if (part == null) 2006 if (part == null)
2007 {
2008 //Client still thinks the object exists, kill it
2009 deleteIDs.Add(localID);
1961 continue; 2010 continue;
2011 }
1962 2012
1963 // Already deleted by someone else 2013 // Already deleted by someone else
1964 if (part.ParentGroup.IsDeleted) 2014 if (part.ParentGroup.IsDeleted)
2015 {
2016 //Client still thinks the object exists, kill it
2017 deleteIDs.Add(localID);
1965 continue; 2018 continue;
2019 }
1966 2020
1967 // Can't delete child prims 2021 // Can't delete child prims
1968 if (part != part.ParentGroup.RootPart) 2022 if (part != part.ParentGroup.RootPart)
@@ -1970,8 +2024,8 @@ namespace OpenSim.Region.Framework.Scenes
1970 2024
1971 SceneObjectGroup grp = part.ParentGroup; 2025 SceneObjectGroup grp = part.ParentGroup;
1972 2026
1973 deleteIDs.Add(localID); 2027 // If child prims have invalid perms, fix them
1974 deleteGroups.Add(grp); 2028 grp.AdjustChildPrimPermissions();
1975 2029
1976 // If child prims have invalid perms, fix them 2030 // If child prims have invalid perms, fix them
1977 grp.AdjustChildPrimPermissions(); 2031 grp.AdjustChildPrimPermissions();
@@ -1992,81 +2046,193 @@ namespace OpenSim.Region.Framework.Scenes
1992 } 2046 }
1993 else 2047 else
1994 { 2048 {
1995 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2049 if (action == DeRezAction.TakeCopy)
2050 {
2051 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2052 permissionToTakeCopy = false;
2053 }
2054 else
2055 {
1996 permissionToTakeCopy = false; 2056 permissionToTakeCopy = false;
1997 2057 }
1998 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2058 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1999 permissionToTake = false; 2059 permissionToTake = false;
2000 2060
2001 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2061 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2002 permissionToDelete = false; 2062 permissionToDelete = false;
2003 } 2063 }
2004 }
2005 2064
2006 // Handle god perms 2065 // Handle god perms
2007 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2066 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2008 { 2067 {
2009 permissionToTake = true; 2068 permissionToTake = true;
2010 permissionToTakeCopy = true; 2069 permissionToTakeCopy = true;
2011 permissionToDelete = true; 2070 permissionToDelete = true;
2012 } 2071 }
2013 2072
2014 // If we're re-saving, we don't even want to delete 2073 // If we're re-saving, we don't even want to delete
2015 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2074 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2016 permissionToDelete = false; 2075 permissionToDelete = false;
2017 2076
2018 // if we want to take a copy, we also don't want to delete 2077 // if we want to take a copy, we also don't want to delete
2019 // Note: after this point, the permissionToTakeCopy flag 2078 // Note: after this point, the permissionToTakeCopy flag
2020 // becomes irrelevant. It already includes the permissionToTake 2079 // becomes irrelevant. It already includes the permissionToTake
2021 // permission and after excluding no copy items here, we can 2080 // permission and after excluding no copy items here, we can
2022 // just use that. 2081 // just use that.
2023 if (action == DeRezAction.TakeCopy) 2082 if (action == DeRezAction.TakeCopy)
2024 { 2083 {
2025 // If we don't have permission, stop right here 2084 // If we don't have permission, stop right here
2026 if (!permissionToTakeCopy) 2085 if (!permissionToTakeCopy)
2027 return; 2086 return;
2028 2087
2029 permissionToTake = true; 2088 permissionToTake = true;
2030 // Don't delete 2089 // Don't delete
2031 permissionToDelete = false; 2090 permissionToDelete = false;
2032 } 2091 }
2033 2092
2034 if (action == DeRezAction.Return) 2093 if (action == DeRezAction.Return)
2035 {
2036 if (remoteClient != null)
2037 { 2094 {
2038 if (Permissions.CanReturnObjects( 2095 if (remoteClient != null)
2039 null,
2040 remoteClient.AgentId,
2041 deleteGroups))
2042 { 2096 {
2043 permissionToTake = true; 2097 if (Permissions.CanReturnObjects(
2044 permissionToDelete = true; 2098 null,
2045 2099 remoteClient.AgentId,
2046 foreach (SceneObjectGroup g in deleteGroups) 2100 new List<SceneObjectGroup>() {grp}))
2047 { 2101 {
2048 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2102 permissionToTake = true;
2103 permissionToDelete = true;
2104
2105 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2049 } 2106 }
2050 } 2107 }
2108 else // Auto return passes through here with null agent
2109 {
2110 permissionToTake = true;
2111 permissionToDelete = true;
2112 }
2051 } 2113 }
2052 else // Auto return passes through here with null agent 2114
2115 if (permissionToTake && (!permissionToDelete))
2116 takeGroups.Add(grp);
2117
2118 if (permissionToDelete)
2053 { 2119 {
2054 permissionToTake = true; 2120 if (permissionToTake)
2055 permissionToDelete = true; 2121 deleteGroups.Add(grp);
2122 deleteIDs.Add(grp.LocalId);
2056 } 2123 }
2057 } 2124 }
2058 2125
2059 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2126 SendKillObject(deleteIDs);
2127
2128 if (deleteGroups.Count > 0)
2060 { 2129 {
2130 foreach (SceneObjectGroup g in deleteGroups)
2131 deleteIDs.Remove(g.LocalId);
2132
2061 m_asyncSceneObjectDeleter.DeleteToInventory( 2133 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, deleteGroups, remoteClient, 2134 action, destinationID, deleteGroups, remoteClient,
2063 permissionToDelete); 2135 true);
2136 }
2137 if (takeGroups.Count > 0)
2138 {
2139 m_asyncSceneObjectDeleter.DeleteToInventory(
2140 action, destinationID, takeGroups, remoteClient,
2141 false);
2064 } 2142 }
2065 else if (permissionToDelete) 2143 if (deleteIDs.Count > 0)
2066 { 2144 {
2067 foreach (SceneObjectGroup g in deleteGroups) 2145 foreach (SceneObjectGroup g in deleteGroups)
2068 DeleteSceneObject(g, false); 2146 DeleteSceneObject(g, true);
2147 }
2148 }
2149
2150 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2151 {
2152 itemID = UUID.Zero;
2153 if (grp != null)
2154 {
2155 Vector3 inventoryStoredPosition = new Vector3
2156 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2157 ? 250
2158 : grp.AbsolutePosition.X)
2159 ,
2160 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2161 ? 250
2162 : grp.AbsolutePosition.X,
2163 grp.AbsolutePosition.Z);
2164
2165 Vector3 originalPosition = grp.AbsolutePosition;
2166
2167 grp.AbsolutePosition = inventoryStoredPosition;
2168
2169 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2170
2171 grp.AbsolutePosition = originalPosition;
2172
2173 AssetBase asset = CreateAsset(
2174 grp.GetPartName(grp.LocalId),
2175 grp.GetPartDescription(grp.LocalId),
2176 (sbyte)AssetType.Object,
2177 Utils.StringToBytes(sceneObjectXml),
2178 remoteClient.AgentId);
2179 AssetService.Store(asset);
2180
2181 InventoryItemBase item = new InventoryItemBase();
2182 item.CreatorId = grp.RootPart.CreatorID.ToString();
2183 item.CreatorData = grp.RootPart.CreatorData;
2184 item.Owner = remoteClient.AgentId;
2185 item.ID = UUID.Random();
2186 item.AssetID = asset.FullID;
2187 item.Description = asset.Description;
2188 item.Name = asset.Name;
2189 item.AssetType = asset.Type;
2190 item.InvType = (int)InventoryType.Object;
2191
2192 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2193 if (folder != null)
2194 item.Folder = folder.ID;
2195 else // oopsies
2196 item.Folder = UUID.Zero;
2197
2198 // Set up base perms properly
2199 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2200 permsBase &= grp.RootPart.BaseMask;
2201 permsBase |= (uint)PermissionMask.Move;
2202
2203 // Make sure we don't lock it
2204 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2205
2206 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2207 {
2208 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2209 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2210 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2211 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2212 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2213 }
2214 else
2215 {
2216 item.BasePermissions = permsBase;
2217 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2218 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2219 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2220 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2221 }
2222 item.CreationDate = Util.UnixTimeSinceEpoch();
2223
2224 // sets itemID so client can show item as 'attached' in inventory
2225 grp.FromItemID = item.ID;
2226
2227 if (AddInventoryItem(item))
2228 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2229 else
2230 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2231
2232 itemID = item.ID;
2233 return item.AssetID;
2069 } 2234 }
2235 return UUID.Zero;
2070 } 2236 }
2071 2237
2072 /// <summary> 2238 /// <summary>
@@ -2196,6 +2362,9 @@ namespace OpenSim.Region.Framework.Scenes
2196 2362
2197 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2363 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2198 { 2364 {
2365 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2366 return;
2367
2199 SceneObjectPart part = GetSceneObjectPart(objectID); 2368 SceneObjectPart part = GetSceneObjectPart(objectID);
2200 if (part == null) 2369 if (part == null)
2201 return; 2370 return;
@@ -2252,7 +2421,10 @@ namespace OpenSim.Region.Framework.Scenes
2252 } 2421 }
2253 else 2422 else
2254 { 2423 {
2255 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2424 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2425 continue;
2426
2427 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2256 continue; 2428 continue;
2257 2429
2258 if (sog.GroupID != groupID) 2430 if (sog.GroupID != groupID)
@@ -2364,6 +2536,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 } 2536 }
2365 2537
2366 m_sceneGraph.LinkObjects(root, children); 2538 m_sceneGraph.LinkObjects(root, children);
2539
2540 ScenePresence sp;
2541 if (TryGetScenePresence(agentId, out sp))
2542 {
2543 root.SendPropertiesToClient(sp.ControllingClient);
2544 }
2367 } 2545 }
2368 2546
2369 private string PermissionString(uint permissions) 2547 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9b17b7f..1a1c3d2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -226,8 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
226 // TODO: need to figure out how allow client agents but deny 226 // TODO: need to figure out how allow client agents but deny
227 // root agents when ACL denies access to root agent 227 // root agents when ACL denies access to root agent
228 public bool m_strictAccessControl = true; 228 public bool m_strictAccessControl = true;
229 229 public bool m_seeIntoBannedRegion = false;
230 public int MaxUndoCount { get; set; } 230 public int MaxUndoCount = 5;
231 231
232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
233 public bool LoginLock = false; 233 public bool LoginLock = false;
@@ -243,11 +243,13 @@ namespace OpenSim.Region.Framework.Scenes
243 243
244 protected int m_splitRegionID; 244 protected int m_splitRegionID;
245 protected Timer m_restartWaitTimer = new Timer(); 245 protected Timer m_restartWaitTimer = new Timer();
246 protected Timer m_timerWatchdog = new Timer();
246 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
247 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
248 protected string m_simulatorVersion = "OpenSimulator Server"; 249 protected string m_simulatorVersion = "OpenSimulator Server";
249 protected AgentCircuitManager m_authenticateHandler; 250 protected AgentCircuitManager m_authenticateHandler;
250 protected SceneCommunicationService m_sceneGridService; 251 protected SceneCommunicationService m_sceneGridService;
252 protected ISnmpModule m_snmpService = null;
251 253
252 protected ISimulationDataService m_SimulationDataService; 254 protected ISimulationDataService m_SimulationDataService;
253 protected IEstateDataService m_EstateDataService; 255 protected IEstateDataService m_EstateDataService;
@@ -310,8 +312,8 @@ namespace OpenSim.Region.Framework.Scenes
310 private int m_update_presences = 1; // Update scene presence movements 312 private int m_update_presences = 1; // Update scene presence movements
311 private int m_update_events = 1; 313 private int m_update_events = 1;
312 private int m_update_backup = 200; 314 private int m_update_backup = 200;
313 private int m_update_terrain = 50; 315 private int m_update_terrain = 1000;
314// private int m_update_land = 1; 316 private int m_update_land = 10;
315 private int m_update_coarse_locations = 50; 317 private int m_update_coarse_locations = 50;
316 318
317 private int agentMS; 319 private int agentMS;
@@ -324,13 +326,13 @@ namespace OpenSim.Region.Framework.Scenes
324 private int backupMS; 326 private int backupMS;
325 private int terrainMS; 327 private int terrainMS;
326 private int landMS; 328 private int landMS;
327 private int spareMS;
328 329
329 /// <summary> 330 /// <summary>
330 /// Tick at which the last frame was processed. 331 /// Tick at which the last frame was processed.
331 /// </summary> 332 /// </summary>
332 private int m_lastFrameTick; 333 private int m_lastFrameTick;
333 334
335 public bool CombineRegions = false;
334 /// <summary> 336 /// <summary>
335 /// Tick at which the last maintenance run occurred. 337 /// Tick at which the last maintenance run occurred.
336 /// </summary> 338 /// </summary>
@@ -350,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
350 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 352 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
351 private volatile bool m_backingup; 353 private volatile bool m_backingup;
352 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 354 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
353 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 355 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
354 356
355 private string m_defaultScriptEngine; 357 private string m_defaultScriptEngine;
356 358
@@ -359,6 +361,11 @@ namespace OpenSim.Region.Framework.Scenes
359 /// </summary> 361 /// </summary>
360 private int m_LastLogin; 362 private int m_LastLogin;
361 363
364 private int m_lastIncoming;
365 private int m_lastOutgoing;
366 private int m_hbRestarts = 0;
367
368
362 /// <summary> 369 /// <summary>
363 /// Thread that runs the scene loop. 370 /// Thread that runs the scene loop.
364 /// </summary> 371 /// </summary>
@@ -399,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
399 private volatile bool m_active; 406 private volatile bool m_active;
400 407
401// private int m_lastUpdate; 408// private int m_lastUpdate;
402// private bool m_firstHeartbeat = true; 409 private bool m_firstHeartbeat = true;
403 410
404 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 411 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
405 private bool m_reprioritizationEnabled = true; 412 private bool m_reprioritizationEnabled = true;
@@ -443,6 +450,19 @@ namespace OpenSim.Region.Framework.Scenes
443 get { return m_sceneGridService; } 450 get { return m_sceneGridService; }
444 } 451 }
445 452
453 public ISnmpModule SnmpService
454 {
455 get
456 {
457 if (m_snmpService == null)
458 {
459 m_snmpService = RequestModuleInterface<ISnmpModule>();
460 }
461
462 return m_snmpService;
463 }
464 }
465
446 public ISimulationDataService SimulationDataService 466 public ISimulationDataService SimulationDataService
447 { 467 {
448 get 468 get
@@ -735,6 +755,8 @@ namespace OpenSim.Region.Framework.Scenes
735 m_SimulationDataService = simDataService; 755 m_SimulationDataService = simDataService;
736 m_EstateDataService = estateDataService; 756 m_EstateDataService = estateDataService;
737 m_regionHandle = RegionInfo.RegionHandle; 757 m_regionHandle = RegionInfo.RegionHandle;
758 m_lastIncoming = 0;
759 m_lastOutgoing = 0;
738 760
739 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 761 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
740 m_asyncSceneObjectDeleter.Enabled = true; 762 m_asyncSceneObjectDeleter.Enabled = true;
@@ -828,7 +850,7 @@ namespace OpenSim.Region.Framework.Scenes
828 850
829 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 851 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
830 852
831 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 853 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
832 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 854 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
833 if (!UseBackup) 855 if (!UseBackup)
834 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 856 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -836,10 +858,8 @@ namespace OpenSim.Region.Framework.Scenes
836 //Animation states 858 //Animation states
837 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 859 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
838 860
839 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 861 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
840 862 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
841 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
842 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
843 863
844 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 864 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
845 if (RegionInfo.NonphysPrimMin > 0) 865 if (RegionInfo.NonphysPrimMin > 0)
@@ -860,11 +880,21 @@ namespace OpenSim.Region.Framework.Scenes
860 } 880 }
861 881
862 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 882 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
883
863 if (RegionInfo.PhysPrimMax > 0) 884 if (RegionInfo.PhysPrimMax > 0)
864 { 885 {
865 m_maxPhys = RegionInfo.PhysPrimMax; 886 m_maxPhys = RegionInfo.PhysPrimMax;
866 } 887 }
867 888
889 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
890 if (RegionInfo.LinksetCapacity > 0)
891 {
892 m_linksetCapacity = RegionInfo.LinksetCapacity;
893 }
894
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897
868 // Here, if clamping is requested in either global or 898 // Here, if clamping is requested in either global or
869 // local config, it will be used 899 // local config, it will be used
870 // 900 //
@@ -874,13 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
874 m_clampPrimSize = true; 904 m_clampPrimSize = true;
875 } 905 }
876 906
877 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 907 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
878 if (RegionInfo.LinksetCapacity > 0)
879 {
880 m_linksetCapacity = RegionInfo.LinksetCapacity;
881 }
882
883 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
884 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 908 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
885 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 909 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
886 m_dontPersistBefore = 910 m_dontPersistBefore =
@@ -891,11 +915,11 @@ namespace OpenSim.Region.Framework.Scenes
891 m_persistAfter *= 10000000; 915 m_persistAfter *= 10000000;
892 916
893 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 917 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
894 918 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897 919
898 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 920 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
921 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
922 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
899 923
900 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 924 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
901 if (m_generateMaptiles) 925 if (m_generateMaptiles)
@@ -928,7 +952,7 @@ namespace OpenSim.Region.Framework.Scenes
928 string grant = startupConfig.GetString("AllowedClients", String.Empty); 952 string grant = startupConfig.GetString("AllowedClients", String.Empty);
929 if (grant.Length > 0) 953 if (grant.Length > 0)
930 { 954 {
931 foreach (string viewer in grant.Split('|')) 955 foreach (string viewer in grant.Split(','))
932 { 956 {
933 m_AllowedViewers.Add(viewer.Trim().ToLower()); 957 m_AllowedViewers.Add(viewer.Trim().ToLower());
934 } 958 }
@@ -937,7 +961,7 @@ namespace OpenSim.Region.Framework.Scenes
937 grant = startupConfig.GetString("BannedClients", String.Empty); 961 grant = startupConfig.GetString("BannedClients", String.Empty);
938 if (grant.Length > 0) 962 if (grant.Length > 0)
939 { 963 {
940 foreach (string viewer in grant.Split('|')) 964 foreach (string viewer in grant.Split(','))
941 { 965 {
942 m_BannedViewers.Add(viewer.Trim().ToLower()); 966 m_BannedViewers.Add(viewer.Trim().ToLower());
943 } 967 }
@@ -997,6 +1021,8 @@ namespace OpenSim.Region.Framework.Scenes
997 StatsReporter = new SimStatsReporter(this); 1021 StatsReporter = new SimStatsReporter(this);
998 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1022 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
999 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1023 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1024
1025 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1000 } 1026 }
1001 1027
1002 public Scene(RegionInfo regInfo) : base(regInfo) 1028 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1292,8 +1318,11 @@ namespace OpenSim.Region.Framework.Scenes
1292 // Stop all client threads. 1318 // Stop all client threads.
1293 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1319 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1294 1320
1295 m_log.Debug("[SCENE]: Persisting changed objects"); 1321 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1296 EventManager.TriggerSceneShuttingDown(this); 1322 EventManager.TriggerSceneShuttingDown(this);
1323
1324 m_log.Debug("[SCENE]: Persisting changed objects");
1325
1297 Backup(false); 1326 Backup(false);
1298 m_sceneGraph.Close(); 1327 m_sceneGraph.Close();
1299 1328
@@ -1307,6 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
1307 // attempt to reference a null or disposed physics scene. 1336 // attempt to reference a null or disposed physics scene.
1308 if (PhysicsScene != null) 1337 if (PhysicsScene != null)
1309 { 1338 {
1339 m_log.Debug("[SCENE]: Dispose Physics");
1310 PhysicsScene phys = PhysicsScene; 1340 PhysicsScene phys = PhysicsScene;
1311 // remove the physics engine from both Scene and SceneGraph 1341 // remove the physics engine from both Scene and SceneGraph
1312 PhysicsScene = null; 1342 PhysicsScene = null;
@@ -1329,11 +1359,29 @@ namespace OpenSim.Region.Framework.Scenes
1329 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1359 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1330 if (m_heartbeatThread != null) 1360 if (m_heartbeatThread != null)
1331 { 1361 {
1362 m_hbRestarts++;
1363 if(m_hbRestarts > 10)
1364 Environment.Exit(1);
1365 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1366
1367//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1368//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1369//proc.EnableRaisingEvents=false;
1370//proc.StartInfo.FileName = "/bin/kill";
1371//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1372//proc.Start();
1373//proc.WaitForExit();
1374//Thread.Sleep(1000);
1375//Environment.Exit(1);
1332 m_heartbeatThread.Abort(); 1376 m_heartbeatThread.Abort();
1377 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1333 m_heartbeatThread = null; 1378 m_heartbeatThread = null;
1334 } 1379 }
1335// m_lastUpdate = Util.EnvironmentTickCount(); 1380// m_lastUpdate = Util.EnvironmentTickCount();
1336 1381
1382// m_sceneGraph.PreparePhysicsSimulation();
1383
1384
1337 m_heartbeatThread 1385 m_heartbeatThread
1338 = Watchdog.StartThread( 1386 = Watchdog.StartThread(
1339 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1387 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1476,16 +1524,20 @@ namespace OpenSim.Region.Framework.Scenes
1476 endFrame = Frame + frames; 1524 endFrame = Frame + frames;
1477 1525
1478 float physicsFPS = 0f; 1526 float physicsFPS = 0f;
1479 int previousFrameTick, tmpMS; 1527 int tmpMS;
1480 int maintc = Util.EnvironmentTickCount(); 1528 int previousFrameTick;
1529 int maintc;
1530 int sleepMS;
1531 int framestart;
1481 1532
1482 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1533 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1483 { 1534 {
1535 framestart = Util.EnvironmentTickCount();
1484 ++Frame; 1536 ++Frame;
1485 1537
1486// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1538// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1487 1539
1488 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1540 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1489 1541
1490 try 1542 try
1491 { 1543 {
@@ -1537,6 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
1537 m_sceneGraph.UpdatePresences(); 1589 m_sceneGraph.UpdatePresences();
1538 1590
1539 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1591 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1592
1540 1593
1541 // Delete temp-on-rez stuff 1594 // Delete temp-on-rez stuff
1542 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1595 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1618,34 +1671,37 @@ namespace OpenSim.Region.Framework.Scenes
1618 1671
1619 Watchdog.UpdateThread(); 1672 Watchdog.UpdateThread();
1620 1673
1674 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1675
1676 StatsReporter.AddPhysicsFPS(physicsFPS);
1677 StatsReporter.AddTimeDilation(TimeDilation);
1678 StatsReporter.AddFPS(1);
1679
1680 StatsReporter.addAgentMS(agentMS);
1681 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1682 StatsReporter.addOtherMS(otherMS);
1683 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1684
1621 previousFrameTick = m_lastFrameTick; 1685 previousFrameTick = m_lastFrameTick;
1622 m_lastFrameTick = Util.EnvironmentTickCount(); 1686 m_lastFrameTick = Util.EnvironmentTickCount();
1623 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1687 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1624 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1688 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1625 1689
1690 m_firstHeartbeat = false;
1691
1692 sleepMS = Util.EnvironmentTickCount();
1693
1626 if (tmpMS > 0) 1694 if (tmpMS > 0)
1627 {
1628 Thread.Sleep(tmpMS); 1695 Thread.Sleep(tmpMS);
1629 spareMS += tmpMS;
1630 }
1631
1632 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1633 maintc = Util.EnvironmentTickCount();
1634 1696
1635 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1697 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1698 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1699 StatsReporter.addSleepMS(sleepMS);
1700 StatsReporter.addFrameMS(frameMS);
1636 1701
1637 // if (Frame%m_update_avatars == 0) 1702 // if (Frame%m_update_avatars == 0)
1638 // UpdateInWorldTime(); 1703 // UpdateInWorldTime();
1639 StatsReporter.AddPhysicsFPS(physicsFPS);
1640 StatsReporter.AddTimeDilation(TimeDilation);
1641 StatsReporter.AddFPS(1);
1642 1704
1643 StatsReporter.addFrameMS(frameMS);
1644 StatsReporter.addAgentMS(agentMS);
1645 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1646 StatsReporter.addOtherMS(otherMS);
1647 StatsReporter.AddSpareMS(spareMS);
1648 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1649 1705
1650 // Optionally warn if a frame takes double the amount of time that it should. 1706 // Optionally warn if a frame takes double the amount of time that it should.
1651 if (DebugUpdates 1707 if (DebugUpdates
@@ -1662,7 +1718,7 @@ namespace OpenSim.Region.Framework.Scenes
1662 public void AddGroupTarget(SceneObjectGroup grp) 1718 public void AddGroupTarget(SceneObjectGroup grp)
1663 { 1719 {
1664 lock (m_groupsWithTargets) 1720 lock (m_groupsWithTargets)
1665 m_groupsWithTargets[grp.UUID] = grp; 1721 m_groupsWithTargets[grp.UUID] = 0;
1666 } 1722 }
1667 1723
1668 public void RemoveGroupTarget(SceneObjectGroup grp) 1724 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1673,18 +1729,24 @@ namespace OpenSim.Region.Framework.Scenes
1673 1729
1674 private void CheckAtTargets() 1730 private void CheckAtTargets()
1675 { 1731 {
1676 List<SceneObjectGroup> objs = null; 1732 List<UUID> objs = null;
1677 1733
1678 lock (m_groupsWithTargets) 1734 lock (m_groupsWithTargets)
1679 { 1735 {
1680 if (m_groupsWithTargets.Count != 0) 1736 if (m_groupsWithTargets.Count != 0)
1681 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1737 objs = new List<UUID>(m_groupsWithTargets.Keys);
1682 } 1738 }
1683 1739
1684 if (objs != null) 1740 if (objs != null)
1685 { 1741 {
1686 foreach (SceneObjectGroup entry in objs) 1742 foreach (UUID entry in objs)
1687 entry.checkAtTargets(); 1743 {
1744 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1745 if (grp == null)
1746 m_groupsWithTargets.Remove(entry);
1747 else
1748 grp.checkAtTargets();
1749 }
1688 } 1750 }
1689 } 1751 }
1690 1752
@@ -1763,7 +1825,7 @@ namespace OpenSim.Region.Framework.Scenes
1763 msg.fromAgentName = "Server"; 1825 msg.fromAgentName = "Server";
1764 msg.dialog = (byte)19; // Object msg 1826 msg.dialog = (byte)19; // Object msg
1765 msg.fromGroup = false; 1827 msg.fromGroup = false;
1766 msg.offline = (byte)0; 1828 msg.offline = (byte)1;
1767 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1829 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1768 msg.Position = Vector3.Zero; 1830 msg.Position = Vector3.Zero;
1769 msg.RegionID = RegionInfo.RegionID.Guid; 1831 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1992,7 +2054,7 @@ namespace OpenSim.Region.Framework.Scenes
1992 return PhysicsScene.SupportsRaycastWorldFiltered(); 2054 return PhysicsScene.SupportsRaycastWorldFiltered();
1993 } 2055 }
1994 2056
1995 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2057 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1996 { 2058 {
1997 if (PhysicsScene == null) 2059 if (PhysicsScene == null)
1998 return null; 2060 return null;
@@ -2014,14 +2076,24 @@ namespace OpenSim.Region.Framework.Scenes
2014 /// <returns></returns> 2076 /// <returns></returns>
2015 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2077 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2016 { 2078 {
2079
2080 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2081 Vector3 wpos = Vector3.Zero;
2082 // Check for water surface intersection from above
2083 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2084 {
2085 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2086 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2087 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2088 wpos.Z = wheight;
2089 }
2090
2017 Vector3 pos = Vector3.Zero; 2091 Vector3 pos = Vector3.Zero;
2018 if (RayEndIsIntersection == (byte)1) 2092 if (RayEndIsIntersection == (byte)1)
2019 { 2093 {
2020 pos = RayEnd; 2094 pos = RayEnd;
2021 return pos;
2022 } 2095 }
2023 2096 else if (RayTargetID != UUID.Zero)
2024 if (RayTargetID != UUID.Zero)
2025 { 2097 {
2026 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2098 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2027 2099
@@ -2043,7 +2115,7 @@ namespace OpenSim.Region.Framework.Scenes
2043 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2115 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2044 2116
2045 // Un-comment out the following line to Get Raytrace results printed to the console. 2117 // Un-comment out the following line to Get Raytrace results printed to the console.
2046 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2118 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2047 float ScaleOffset = 0.5f; 2119 float ScaleOffset = 0.5f;
2048 2120
2049 // If we hit something 2121 // If we hit something
@@ -2066,13 +2138,10 @@ namespace OpenSim.Region.Framework.Scenes
2066 //pos.Z -= 0.25F; 2138 //pos.Z -= 0.25F;
2067 2139
2068 } 2140 }
2069
2070 return pos;
2071 } 2141 }
2072 else 2142 else
2073 { 2143 {
2074 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2144 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2075
2076 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2145 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2077 2146
2078 // Un-comment the following line to print the raytrace results to the console. 2147 // Un-comment the following line to print the raytrace results to the console.
@@ -2081,13 +2150,12 @@ namespace OpenSim.Region.Framework.Scenes
2081 if (ei.HitTF) 2150 if (ei.HitTF)
2082 { 2151 {
2083 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2152 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2084 } else 2153 }
2154 else
2085 { 2155 {
2086 // fall back to our stupid functionality 2156 // fall back to our stupid functionality
2087 pos = RayEnd; 2157 pos = RayEnd;
2088 } 2158 }
2089
2090 return pos;
2091 } 2159 }
2092 } 2160 }
2093 else 2161 else
@@ -2098,8 +2166,12 @@ namespace OpenSim.Region.Framework.Scenes
2098 //increase height so its above the ground. 2166 //increase height so its above the ground.
2099 //should be getting the normal of the ground at the rez point and using that? 2167 //should be getting the normal of the ground at the rez point and using that?
2100 pos.Z += scale.Z / 2f; 2168 pos.Z += scale.Z / 2f;
2101 return pos; 2169// return pos;
2102 } 2170 }
2171
2172 // check against posible water intercept
2173 if (wpos.Z > pos.Z) pos = wpos;
2174 return pos;
2103 } 2175 }
2104 2176
2105 2177
@@ -2190,12 +2262,12 @@ namespace OpenSim.Region.Framework.Scenes
2190 { 2262 {
2191 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2263 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2192 { 2264 {
2265 sceneObject.IsDeleted = false;
2193 EventManager.TriggerObjectAddedToScene(sceneObject); 2266 EventManager.TriggerObjectAddedToScene(sceneObject);
2194 return true; 2267 return true;
2195 } 2268 }
2196 2269
2197 return false; 2270 return false;
2198
2199 } 2271 }
2200 2272
2201 /// <summary> 2273 /// <summary>
@@ -2287,6 +2359,15 @@ namespace OpenSim.Region.Framework.Scenes
2287 /// </summary> 2359 /// </summary>
2288 public void DeleteAllSceneObjects() 2360 public void DeleteAllSceneObjects()
2289 { 2361 {
2362 DeleteAllSceneObjects(false);
2363 }
2364
2365 /// <summary>
2366 /// Delete every object from the scene. This does not include attachments worn by avatars.
2367 /// </summary>
2368 public void DeleteAllSceneObjects(bool exceptNoCopy)
2369 {
2370 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2290 lock (Entities) 2371 lock (Entities)
2291 { 2372 {
2292 EntityBase[] entities = Entities.GetEntities(); 2373 EntityBase[] entities = Entities.GetEntities();
@@ -2295,11 +2376,24 @@ namespace OpenSim.Region.Framework.Scenes
2295 if (e is SceneObjectGroup) 2376 if (e is SceneObjectGroup)
2296 { 2377 {
2297 SceneObjectGroup sog = (SceneObjectGroup)e; 2378 SceneObjectGroup sog = (SceneObjectGroup)e;
2298 if (!sog.IsAttachment) 2379 if (sog != null && !sog.IsAttachment)
2299 DeleteSceneObject((SceneObjectGroup)e, false); 2380 {
2381 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2382 {
2383 DeleteSceneObject((SceneObjectGroup)e, false);
2384 }
2385 else
2386 {
2387 toReturn.Add((SceneObjectGroup)e);
2388 }
2389 }
2300 } 2390 }
2301 } 2391 }
2302 } 2392 }
2393 if (toReturn.Count > 0)
2394 {
2395 returnObjects(toReturn.ToArray(), UUID.Zero);
2396 }
2303 } 2397 }
2304 2398
2305 /// <summary> 2399 /// <summary>
@@ -2334,6 +2428,12 @@ namespace OpenSim.Region.Framework.Scenes
2334 2428
2335 foreach (SceneObjectPart part in partList) 2429 foreach (SceneObjectPart part in partList)
2336 { 2430 {
2431 if (part.KeyframeMotion != null)
2432 {
2433 part.KeyframeMotion.Delete();
2434 part.KeyframeMotion = null;
2435 }
2436
2337 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2437 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2338 { 2438 {
2339 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2439 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2351,6 +2451,8 @@ namespace OpenSim.Region.Framework.Scenes
2351 } 2451 }
2352 2452
2353 group.DeleteGroupFromScene(silent); 2453 group.DeleteGroupFromScene(silent);
2454 if (!silent)
2455 SendKillObject(new List<uint>() { group.LocalId });
2354 2456
2355// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2457// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2356 } 2458 }
@@ -2641,7 +2743,7 @@ namespace OpenSim.Region.Framework.Scenes
2641 // If the user is banned, we won't let any of their objects 2743 // If the user is banned, we won't let any of their objects
2642 // enter. Period. 2744 // enter. Period.
2643 // 2745 //
2644 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2746 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2645 { 2747 {
2646 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2748 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2647 return false; 2749 return false;
@@ -2649,6 +2751,8 @@ namespace OpenSim.Region.Framework.Scenes
2649 2751
2650 if (newPosition != Vector3.Zero) 2752 if (newPosition != Vector3.Zero)
2651 newObject.RootPart.GroupPosition = newPosition; 2753 newObject.RootPart.GroupPosition = newPosition;
2754 if (newObject.RootPart.KeyframeMotion != null)
2755 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2652 2756
2653 if (!AddSceneObject(newObject)) 2757 if (!AddSceneObject(newObject))
2654 { 2758 {
@@ -2693,6 +2797,23 @@ namespace OpenSim.Region.Framework.Scenes
2693 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2797 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2694 public bool AddSceneObject(SceneObjectGroup sceneObject) 2798 public bool AddSceneObject(SceneObjectGroup sceneObject)
2695 { 2799 {
2800 if (sceneObject.OwnerID == UUID.Zero)
2801 {
2802 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2803 return false;
2804 }
2805
2806 // If the user is banned, we won't let any of their objects
2807 // enter. Period.
2808 //
2809 int flags = GetUserFlags(sceneObject.OwnerID);
2810 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2811 {
2812 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2813
2814 return false;
2815 }
2816
2696 // Force allocation of new LocalId 2817 // Force allocation of new LocalId
2697 // 2818 //
2698 SceneObjectPart[] parts = sceneObject.Parts; 2819 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2726,16 +2847,27 @@ namespace OpenSim.Region.Framework.Scenes
2726 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2847 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2727 2848
2728 if (AttachmentsModule != null) 2849 if (AttachmentsModule != null)
2729 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2850 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2730 } 2851 }
2731 else 2852 else
2732 { 2853 {
2854 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2733 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2855 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2734 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2856 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2735 } 2857 }
2858 if (sceneObject.OwnerID == UUID.Zero)
2859 {
2860 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2861 return false;
2862 }
2736 } 2863 }
2737 else 2864 else
2738 { 2865 {
2866 if (sceneObject.OwnerID == UUID.Zero)
2867 {
2868 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2869 return false;
2870 }
2739 AddRestoredSceneObject(sceneObject, true, false); 2871 AddRestoredSceneObject(sceneObject, true, false);
2740 } 2872 }
2741 2873
@@ -2752,6 +2884,24 @@ namespace OpenSim.Region.Framework.Scenes
2752 return 2; // StateSource.PrimCrossing 2884 return 2; // StateSource.PrimCrossing
2753 } 2885 }
2754 2886
2887 public int GetUserFlags(UUID user)
2888 {
2889 //Unfortunately the SP approach means that the value is cached until region is restarted
2890 /*
2891 ScenePresence sp;
2892 if (TryGetScenePresence(user, out sp))
2893 {
2894 return sp.UserFlags;
2895 }
2896 else
2897 {
2898 */
2899 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2900 if (uac == null)
2901 return 0;
2902 return uac.UserFlags;
2903 //}
2904 }
2755 #endregion 2905 #endregion
2756 2906
2757 #region Add/Remove Avatar Methods 2907 #region Add/Remove Avatar Methods
@@ -2784,7 +2934,7 @@ namespace OpenSim.Region.Framework.Scenes
2784 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2934 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2785 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2935 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2786 2936
2787 // CheckHeartbeat(); 2937 CheckHeartbeat();
2788 2938
2789 sp = GetScenePresence(client.AgentId); 2939 sp = GetScenePresence(client.AgentId);
2790 2940
@@ -2802,6 +2952,13 @@ namespace OpenSim.Region.Framework.Scenes
2802 SubscribeToClientEvents(client); 2952 SubscribeToClientEvents(client);
2803 2953
2804 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2954 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2955 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2956 if (cof == null)
2957 sp.COF = UUID.Zero;
2958 else
2959 sp.COF = cof.ID;
2960
2961 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2805 m_eventManager.TriggerOnNewPresence(sp); 2962 m_eventManager.TriggerOnNewPresence(sp);
2806 2963
2807 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2964 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2815,6 +2972,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 // start the scripts again (since this is done in RezAttachments()). 2972 // start the scripts again (since this is done in RezAttachments()).
2816 // XXX: This is convoluted. 2973 // XXX: This is convoluted.
2817 sp.IsChildAgent = false; 2974 sp.IsChildAgent = false;
2975 sp.IsLoggingIn = true;
2818 2976
2819 if (AttachmentsModule != null) 2977 if (AttachmentsModule != null)
2820 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); 2978 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
@@ -2928,19 +3086,14 @@ namespace OpenSim.Region.Framework.Scenes
2928 // and the scene presence and the client, if they exist 3086 // and the scene presence and the client, if they exist
2929 try 3087 try
2930 { 3088 {
2931 // We need to wait for the client to make UDP contact first. 3089 ScenePresence sp = GetScenePresence(agentID);
2932 // It's the UDP contact that creates the scene presence 3090
2933 ScenePresence sp = WaitGetScenePresence(agentID);
2934 if (sp != null) 3091 if (sp != null)
2935 { 3092 {
2936 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3093 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2937
2938 sp.ControllingClient.Close(); 3094 sp.ControllingClient.Close();
2939 } 3095 }
2940 else 3096
2941 {
2942 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2943 }
2944 // BANG! SLASH! 3097 // BANG! SLASH!
2945 m_authenticateHandler.RemoveCircuit(agentID); 3098 m_authenticateHandler.RemoveCircuit(agentID);
2946 3099
@@ -2985,6 +3138,8 @@ namespace OpenSim.Region.Framework.Scenes
2985 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3138 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2986 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3139 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2987 3140
3141 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3142
2988 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3143 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2989 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3144 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2990 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3145 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3041,6 +3196,7 @@ namespace OpenSim.Region.Framework.Scenes
3041 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3196 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3042 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3197 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3043 client.OnCopyInventoryItem += CopyInventoryItem; 3198 client.OnCopyInventoryItem += CopyInventoryItem;
3199 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3044 client.OnMoveInventoryItem += MoveInventoryItem; 3200 client.OnMoveInventoryItem += MoveInventoryItem;
3045 client.OnRemoveInventoryItem += RemoveInventoryItem; 3201 client.OnRemoveInventoryItem += RemoveInventoryItem;
3046 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3202 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3112,6 +3268,8 @@ namespace OpenSim.Region.Framework.Scenes
3112 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3268 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3113 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3269 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3114 3270
3271 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3272
3115 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3273 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3116 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3274 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3117 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3275 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3214,7 +3372,7 @@ namespace OpenSim.Region.Framework.Scenes
3214 /// </summary> 3372 /// </summary>
3215 /// <param name="agentId">The avatar's Unique ID</param> 3373 /// <param name="agentId">The avatar's Unique ID</param>
3216 /// <param name="client">The IClientAPI for the client</param> 3374 /// <param name="client">The IClientAPI for the client</param>
3217 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3375 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3218 { 3376 {
3219 if (EntityTransferModule != null) 3377 if (EntityTransferModule != null)
3220 { 3378 {
@@ -3225,6 +3383,7 @@ namespace OpenSim.Region.Framework.Scenes
3225 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3383 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3226 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3384 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3227 } 3385 }
3386 return false;
3228 } 3387 }
3229 3388
3230 /// <summary> 3389 /// <summary>
@@ -3334,6 +3493,16 @@ namespace OpenSim.Region.Framework.Scenes
3334 /// <param name="flags"></param> 3493 /// <param name="flags"></param>
3335 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3494 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3336 { 3495 {
3496 //Add half the avatar's height so that the user doesn't fall through prims
3497 ScenePresence presence;
3498 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3499 {
3500 if (presence.Appearance != null)
3501 {
3502 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3503 }
3504 }
3505
3337 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3506 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3338 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3507 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3339 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3508 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3471,6 +3640,7 @@ namespace OpenSim.Region.Framework.Scenes
3471 // It's possible for child agents to have transactions if changes are being made cross-border. 3640 // It's possible for child agents to have transactions if changes are being made cross-border.
3472 if (AgentTransactionsModule != null) 3641 if (AgentTransactionsModule != null)
3473 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3642 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3643 m_log.Debug("[Scene] The avatar has left the building");
3474 } 3644 }
3475 catch (Exception e) 3645 catch (Exception e)
3476 { 3646 {
@@ -3663,38 +3833,39 @@ namespace OpenSim.Region.Framework.Scenes
3663 agent.firstname, agent.lastname, agent.Viewer); 3833 agent.firstname, agent.lastname, agent.Viewer);
3664 reason = "Access denied, your viewer is banned by the region owner"; 3834 reason = "Access denied, your viewer is banned by the region owner";
3665 return false; 3835 return false;
3666 } 3836 }
3837
3838
3839 ScenePresence sp = GetScenePresence(agent.AgentID);
3667 3840
3668 ILandObject land; 3841 if (sp != null && !sp.IsChildAgent)
3842 {
3843 // We have a zombie from a crashed session.
3844 // Or the same user is trying to be root twice here, won't work.
3845 // Kill it.
3846 m_log.WarnFormat(
3847 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3848 sp.Name, sp.UUID, RegionInfo.RegionName);
3849
3850 sp.ControllingClient.Close(true, true);
3851 sp = null;
3852 }
3669 3853
3670 lock (agent) 3854 lock (agent)
3671 { 3855 {
3672 ScenePresence sp = GetScenePresence(agent.AgentID);
3673
3674 if (sp != null && !sp.IsChildAgent)
3675 {
3676 // We have a zombie from a crashed session.
3677 // Or the same user is trying to be root twice here, won't work.
3678 // Kill it.
3679 m_log.WarnFormat(
3680 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3681 sp.Name, sp.UUID, RegionInfo.RegionName);
3682
3683 sp.ControllingClient.Close(true);
3684 sp = null;
3685 }
3686
3687 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3688
3689 //On login test land permisions 3856 //On login test land permisions
3690 if (vialogin) 3857 if (vialogin)
3691 { 3858 {
3692 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3859 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3860 if (cache != null)
3861 cache.Remove(agent.firstname + " " + agent.lastname);
3862 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3693 { 3863 {
3864 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3694 return false; 3865 return false;
3695 } 3866 }
3696 } 3867 }
3697 3868
3698 if (sp == null) // We don't have an [child] agent here already 3869 if (sp == null) // We don't have an [child] agent here already
3699 { 3870 {
3700 if (requirePresenceLookup) 3871 if (requirePresenceLookup)
@@ -3703,34 +3874,36 @@ namespace OpenSim.Region.Framework.Scenes
3703 { 3874 {
3704 if (!VerifyUserPresence(agent, out reason)) 3875 if (!VerifyUserPresence(agent, out reason))
3705 return false; 3876 return false;
3706 } 3877 } catch (Exception e)
3707 catch (Exception e)
3708 { 3878 {
3709 m_log.ErrorFormat( 3879 m_log.ErrorFormat(
3710 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3880 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3711
3712 return false; 3881 return false;
3713 } 3882 }
3714 } 3883 }
3715 3884
3716 try 3885 try
3717 { 3886 {
3718 if (!AuthorizeUser(agent, out reason)) 3887 // Always check estate if this is a login. Always
3719 return false; 3888 // check if banned regions are to be blacked out.
3889 if (vialogin || (!m_seeIntoBannedRegion))
3890 {
3891 if (!AuthorizeUser(agent, out reason))
3892 return false;
3893 }
3720 } 3894 }
3721 catch (Exception e) 3895 catch (Exception e)
3722 { 3896 {
3723 m_log.ErrorFormat( 3897 m_log.ErrorFormat(
3724 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3898 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3725
3726 return false; 3899 return false;
3727 } 3900 }
3728 3901
3729 m_log.InfoFormat( 3902 m_log.InfoFormat(
3730 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3903 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3731 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3904 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3732 agent.AgentID, agent.circuitcode); 3905 agent.AgentID, agent.circuitcode);
3733 3906
3734 if (CapsModule != null) 3907 if (CapsModule != null)
3735 { 3908 {
3736 CapsModule.SetAgentCapsSeeds(agent); 3909 CapsModule.SetAgentCapsSeeds(agent);
@@ -3742,15 +3915,15 @@ namespace OpenSim.Region.Framework.Scenes
3742 // Let the SP know how we got here. This has a lot of interesting 3915 // Let the SP know how we got here. This has a lot of interesting
3743 // uses down the line. 3916 // uses down the line.
3744 sp.TeleportFlags = (TPFlags)teleportFlags; 3917 sp.TeleportFlags = (TPFlags)teleportFlags;
3745 3918
3746 if (sp.IsChildAgent) 3919 if (sp.IsChildAgent)
3747 { 3920 {
3748 m_log.DebugFormat( 3921 m_log.DebugFormat(
3749 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3922 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3750 agent.AgentID, RegionInfo.RegionName); 3923 agent.AgentID, RegionInfo.RegionName);
3751 3924
3752 sp.AdjustKnownSeeds(); 3925 sp.AdjustKnownSeeds();
3753 3926
3754 if (CapsModule != null) 3927 if (CapsModule != null)
3755 CapsModule.SetAgentCapsSeeds(agent); 3928 CapsModule.SetAgentCapsSeeds(agent);
3756 } 3929 }
@@ -3852,6 +4025,8 @@ namespace OpenSim.Region.Framework.Scenes
3852 } 4025 }
3853 4026
3854 // Honor parcel landing type and position. 4027 // Honor parcel landing type and position.
4028 /*
4029 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3855 if (land != null) 4030 if (land != null)
3856 { 4031 {
3857 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4032 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3859,25 +4034,43 @@ namespace OpenSim.Region.Framework.Scenes
3859 agent.startpos = land.LandData.UserLocation; 4034 agent.startpos = land.LandData.UserLocation;
3860 } 4035 }
3861 } 4036 }
4037 */// This is now handled properly in ScenePresence.MakeRootAgent
3862 } 4038 }
3863 4039
3864 return true; 4040 return true;
3865 } 4041 }
3866 4042
3867 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4043 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3868 { 4044 {
3869 bool banned = land.IsBannedFromLand(agent.AgentID); 4045 if (posX < 0)
3870 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4046 posX = 0;
4047 else if (posX >= 256)
4048 posX = 255.999f;
4049 if (posY < 0)
4050 posY = 0;
4051 else if (posY >= 256)
4052 posY = 255.999f;
4053
4054 reason = String.Empty;
4055 if (Permissions.IsGod(agentID))
4056 return true;
4057
4058 ILandObject land = LandChannel.GetLandObject(posX, posY);
4059 if (land == null)
4060 return false;
4061
4062 bool banned = land.IsBannedFromLand(agentID);
4063 bool restricted = land.IsRestrictedFromLand(agentID);
3871 4064
3872 if (banned || restricted) 4065 if (banned || restricted)
3873 { 4066 {
3874 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4067 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3875 if (nearestParcel != null) 4068 if (nearestParcel != null)
3876 { 4069 {
3877 //Move agent to nearest allowed 4070 //Move agent to nearest allowed
3878 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4071 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3879 agent.startpos.X = newPosition.X; 4072 posX = newPosition.X;
3880 agent.startpos.Y = newPosition.Y; 4073 posY = newPosition.Y;
3881 } 4074 }
3882 else 4075 else
3883 { 4076 {
@@ -3939,7 +4132,7 @@ namespace OpenSim.Region.Framework.Scenes
3939 4132
3940 if (!m_strictAccessControl) return true; 4133 if (!m_strictAccessControl) return true;
3941 if (Permissions.IsGod(agent.AgentID)) return true; 4134 if (Permissions.IsGod(agent.AgentID)) return true;
3942 4135
3943 if (AuthorizationService != null) 4136 if (AuthorizationService != null)
3944 { 4137 {
3945 if (!AuthorizationService.IsAuthorizedForRegion( 4138 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3954,7 +4147,7 @@ namespace OpenSim.Region.Framework.Scenes
3954 4147
3955 if (RegionInfo.EstateSettings != null) 4148 if (RegionInfo.EstateSettings != null)
3956 { 4149 {
3957 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4150 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3958 { 4151 {
3959 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4152 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3960 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4153 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4144,6 +4337,15 @@ namespace OpenSim.Region.Framework.Scenes
4144 4337
4145 // XPTO: if this agent is not allowed here as root, always return false 4338 // XPTO: if this agent is not allowed here as root, always return false
4146 4339
4340 // We have to wait until the viewer contacts this region after receiving EAC.
4341 // That calls AddNewClient, which finally creates the ScenePresence
4342 int flags = GetUserFlags(cAgentData.AgentID);
4343 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4344 {
4345 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4346 return false;
4347 }
4348
4147 // TODO: This check should probably be in QueryAccess(). 4349 // TODO: This check should probably be in QueryAccess().
4148 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4350 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4149 if (nearestParcel == null) 4351 if (nearestParcel == null)
@@ -4208,7 +4410,7 @@ namespace OpenSim.Region.Framework.Scenes
4208 /// <param name='agentID'></param> 4410 /// <param name='agentID'></param>
4209 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4411 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4210 { 4412 {
4211 int ntimes = 10; 4413 int ntimes = 30;
4212 ScenePresence sp = null; 4414 ScenePresence sp = null;
4213 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4415 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4214 Thread.Sleep(1000); 4416 Thread.Sleep(1000);
@@ -4238,6 +4440,16 @@ namespace OpenSim.Region.Framework.Scenes
4238 return false; 4440 return false;
4239 } 4441 }
4240 4442
4443 public bool IncomingCloseAgent(UUID agentID)
4444 {
4445 return IncomingCloseAgent(agentID, false);
4446 }
4447
4448 public bool IncomingCloseChildAgent(UUID agentID)
4449 {
4450 return IncomingCloseAgent(agentID, true);
4451 }
4452
4241 /// <summary> 4453 /// <summary>
4242 /// Tell a single agent to disconnect from the region. 4454 /// Tell a single agent to disconnect from the region.
4243 /// </summary> 4455 /// </summary>
@@ -4253,7 +4465,7 @@ namespace OpenSim.Region.Framework.Scenes
4253 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4465 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4254 if (presence != null) 4466 if (presence != null)
4255 { 4467 {
4256 presence.ControllingClient.Close(force); 4468 presence.ControllingClient.Close(force, force);
4257 return true; 4469 return true;
4258 } 4470 }
4259 4471
@@ -4886,7 +5098,7 @@ namespace OpenSim.Region.Framework.Scenes
4886 { 5098 {
4887 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5099 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4888 { 5100 {
4889 if (grp.RootPart.Expires <= DateTime.Now) 5101 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4890 DeleteSceneObject(grp, false); 5102 DeleteSceneObject(grp, false);
4891 } 5103 }
4892 } 5104 }
@@ -4900,35 +5112,81 @@ namespace OpenSim.Region.Framework.Scenes
4900 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5112 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4901 } 5113 }
4902 5114
4903 public int GetHealth() 5115 public int GetHealth(out int flags, out string message)
4904 { 5116 {
4905 // Returns: 5117 // Returns:
4906 // 1 = sim is up and accepting http requests. The heartbeat has 5118 // 1 = sim is up and accepting http requests. The heartbeat has
4907 // stopped and the sim is probably locked up, but a remote 5119 // stopped and the sim is probably locked up, but a remote
4908 // admin restart may succeed 5120 // admin restart may succeed
4909 // 5121 //
4910 // 2 = Sim is up and the heartbeat is running. The sim is likely 5122 // 2 = Sim is up and the heartbeat is running. The sim is likely
4911 // usable for people within and logins _may_ work 5123 // usable for people within
5124 //
5125 // 3 = Sim is up and one packet thread is running. Sim is
5126 // unstable and will not accept new logins
4912 // 5127 //
4913 // 3 = We have seen a new user enter within the past 4 minutes 5128 // 4 = Sim is up and both packet threads are running. Sim is
5129 // likely usable
5130 //
5131 // 5 = We have seen a new user enter within the past 4 minutes
4914 // which can be seen as positive confirmation of sim health 5132 // which can be seen as positive confirmation of sim health
4915 // 5133 //
5134
5135 flags = 0;
5136 message = String.Empty;
5137
5138 CheckHeartbeat();
5139
5140 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5141 {
5142 // We're still starting
5143 // 0 means "in startup", it can't happen another way, since
5144 // to get here, we must be able to accept http connections
5145 return 0;
5146 }
5147
4916 int health=1; // Start at 1, means we're up 5148 int health=1; // Start at 1, means we're up
4917 5149
4918 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5150 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4919 health += 1; 5151 {
5152 health+=1;
5153 flags |= 1;
5154 }
5155
5156 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5157 {
5158 health+=1;
5159 flags |= 2;
5160 }
5161
5162 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5163 {
5164 health+=1;
5165 flags |= 4;
5166 }
4920 else 5167 else
5168 {
5169int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5170System.Diagnostics.Process proc = new System.Diagnostics.Process();
5171proc.EnableRaisingEvents=false;
5172proc.StartInfo.FileName = "/bin/kill";
5173proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5174proc.Start();
5175proc.WaitForExit();
5176Thread.Sleep(1000);
5177Environment.Exit(1);
5178 }
5179
5180 if (flags != 7)
4921 return health; 5181 return health;
4922 5182
4923 // A login in the last 4 mins? We can't be doing too badly 5183 // A login in the last 4 mins? We can't be doing too badly
4924 // 5184 //
4925 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5185 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4926 health++; 5186 health++;
4927 else 5187 else
4928 return health; 5188 return health;
4929 5189
4930// CheckHeartbeat();
4931
4932 return health; 5190 return health;
4933 } 5191 }
4934 5192
@@ -5016,7 +5274,7 @@ namespace OpenSim.Region.Framework.Scenes
5016 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5274 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5017 if (wasUsingPhysics) 5275 if (wasUsingPhysics)
5018 { 5276 {
5019 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 5277 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
5020 } 5278 }
5021 } 5279 }
5022 5280
@@ -5115,14 +5373,14 @@ namespace OpenSim.Region.Framework.Scenes
5115 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5373 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5116 } 5374 }
5117 5375
5118// private void CheckHeartbeat() 5376 private void CheckHeartbeat()
5119// { 5377 {
5120// if (m_firstHeartbeat) 5378 if (m_firstHeartbeat)
5121// return; 5379 return;
5122// 5380
5123// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5381 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5124// StartTimer(); 5382 Start();
5125// } 5383 }
5126 5384
5127 public override ISceneObject DeserializeObject(string representation) 5385 public override ISceneObject DeserializeObject(string representation)
5128 { 5386 {
@@ -5134,9 +5392,14 @@ namespace OpenSim.Region.Framework.Scenes
5134 get { return m_allowScriptCrossings; } 5392 get { return m_allowScriptCrossings; }
5135 } 5393 }
5136 5394
5137 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5395 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5396 {
5397 return GetNearestAllowedPosition(avatar, null);
5398 }
5399
5400 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5138 { 5401 {
5139 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5402 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5140 5403
5141 if (nearestParcel != null) 5404 if (nearestParcel != null)
5142 { 5405 {
@@ -5145,10 +5408,7 @@ namespace OpenSim.Region.Framework.Scenes
5145 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5408 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5146 if (nearestPoint != null) 5409 if (nearestPoint != null)
5147 { 5410 {
5148// m_log.DebugFormat( 5411 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5149// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5150// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5151
5152 return nearestPoint.Value; 5412 return nearestPoint.Value;
5153 } 5413 }
5154 5414
@@ -5158,17 +5418,20 @@ namespace OpenSim.Region.Framework.Scenes
5158 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5418 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5159 if (nearestPoint != null) 5419 if (nearestPoint != null)
5160 { 5420 {
5161// m_log.DebugFormat( 5421 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5162// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5163
5164 return nearestPoint.Value; 5422 return nearestPoint.Value;
5165 } 5423 }
5166 5424
5167 //Ultimate backup if we have no idea where they are 5425 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5168// m_log.DebugFormat( 5426 if (dest != excludeParcel)
5169// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5427 {
5428 // Ultimate backup if we have no idea where they are and
5429 // the last allowed position was in another parcel
5430 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5431 return avatar.lastKnownAllowedPosition;
5432 }
5170 5433
5171 return avatar.lastKnownAllowedPosition; 5434 // else fall through to region edge
5172 } 5435 }
5173 5436
5174 //Go to the edge, this happens in teleporting to a region with no available parcels 5437 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5202,13 +5465,18 @@ namespace OpenSim.Region.Framework.Scenes
5202 5465
5203 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5466 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5204 { 5467 {
5468 return GetNearestAllowedParcel(avatarId, x, y, null);
5469 }
5470
5471 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5472 {
5205 List<ILandObject> all = AllParcels(); 5473 List<ILandObject> all = AllParcels();
5206 float minParcelDistance = float.MaxValue; 5474 float minParcelDistance = float.MaxValue;
5207 ILandObject nearestParcel = null; 5475 ILandObject nearestParcel = null;
5208 5476
5209 foreach (var parcel in all) 5477 foreach (var parcel in all)
5210 { 5478 {
5211 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5479 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5212 { 5480 {
5213 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5481 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5214 if (parcelDistance < minParcelDistance) 5482 if (parcelDistance < minParcelDistance)
@@ -5424,7 +5692,55 @@ namespace OpenSim.Region.Framework.Scenes
5424 mapModule.GenerateMaptile(); 5692 mapModule.GenerateMaptile();
5425 } 5693 }
5426 5694
5427 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5695// public void CleanDroppedAttachments()
5696// {
5697// List<SceneObjectGroup> objectsToDelete =
5698// new List<SceneObjectGroup>();
5699//
5700// lock (m_cleaningAttachments)
5701// {
5702// ForEachSOG(delegate (SceneObjectGroup grp)
5703// {
5704// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5705// {
5706// UUID agentID = grp.OwnerID;
5707// if (agentID == UUID.Zero)
5708// {
5709// objectsToDelete.Add(grp);
5710// return;
5711// }
5712//
5713// ScenePresence sp = GetScenePresence(agentID);
5714// if (sp == null)
5715// {
5716// objectsToDelete.Add(grp);
5717// return;
5718// }
5719// }
5720// });
5721// }
5722//
5723// foreach (SceneObjectGroup grp in objectsToDelete)
5724// {
5725// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5726// DeleteSceneObject(grp, true);
5727// }
5728// }
5729
5730 public void ThreadAlive(int threadCode)
5731 {
5732 switch(threadCode)
5733 {
5734 case 1: // Incoming
5735 m_lastIncoming = Util.EnvironmentTickCount();
5736 break;
5737 case 2: // Incoming
5738 m_lastOutgoing = Util.EnvironmentTickCount();
5739 break;
5740 }
5741 }
5742
5743 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5428 { 5744 {
5429 RegenerateMaptile(); 5745 RegenerateMaptile();
5430 5746
@@ -5452,6 +5768,8 @@ namespace OpenSim.Region.Framework.Scenes
5452 /// <returns></returns> 5768 /// <returns></returns>
5453 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5769 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5454 { 5770 {
5771 reason = "You are banned from the region";
5772
5455 if (EntityTransferModule.IsInTransit(agentID)) 5773 if (EntityTransferModule.IsInTransit(agentID))
5456 { 5774 {
5457 reason = "Agent is still in transit from this region"; 5775 reason = "Agent is still in transit from this region";
@@ -5463,6 +5781,12 @@ namespace OpenSim.Region.Framework.Scenes
5463 return false; 5781 return false;
5464 } 5782 }
5465 5783
5784 if (Permissions.IsGod(agentID))
5785 {
5786 reason = String.Empty;
5787 return true;
5788 }
5789
5466 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5790 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5467 // However, the long term fix is to make sure root agent count is always accurate. 5791 // However, the long term fix is to make sure root agent count is always accurate.
5468 m_sceneGraph.RecalculateStats(); 5792 m_sceneGraph.RecalculateStats();
@@ -5483,6 +5807,41 @@ namespace OpenSim.Region.Framework.Scenes
5483 } 5807 }
5484 } 5808 }
5485 5809
5810 ScenePresence presence = GetScenePresence(agentID);
5811 IClientAPI client = null;
5812 AgentCircuitData aCircuit = null;
5813
5814 if (presence != null)
5815 {
5816 client = presence.ControllingClient;
5817 if (client != null)
5818 aCircuit = client.RequestClientInfo();
5819 }
5820
5821 // We may be called before there is a presence or a client.
5822 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5823 if (client == null)
5824 {
5825 aCircuit = new AgentCircuitData();
5826 aCircuit.AgentID = agentID;
5827 aCircuit.firstname = String.Empty;
5828 aCircuit.lastname = String.Empty;
5829 }
5830
5831 try
5832 {
5833 if (!AuthorizeUser(aCircuit, out reason))
5834 {
5835 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5836 return false;
5837 }
5838 }
5839 catch (Exception e)
5840 {
5841 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5842 return false;
5843 }
5844
5486 if (position == Vector3.Zero) // Teleport 5845 if (position == Vector3.Zero) // Teleport
5487 { 5846 {
5488 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5847 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5516,13 +5875,46 @@ namespace OpenSim.Region.Framework.Scenes
5516 } 5875 }
5517 } 5876 }
5518 } 5877 }
5878
5879 float posX = 128.0f;
5880 float posY = 128.0f;
5881
5882 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5883 {
5884 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5885 return false;
5886 }
5887 }
5888 else // Walking
5889 {
5890 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5891 if (land == null)
5892 return false;
5893
5894 bool banned = land.IsBannedFromLand(agentID);
5895 bool restricted = land.IsRestrictedFromLand(agentID);
5896
5897 if (banned || restricted)
5898 return false;
5519 } 5899 }
5520 5900
5521 reason = String.Empty; 5901 reason = String.Empty;
5522 return true; 5902 return true;
5523 } 5903 }
5524 5904
5525 /// <summary> 5905 public void StartTimerWatchdog()
5906 {
5907 m_timerWatchdog.Interval = 1000;
5908 m_timerWatchdog.Elapsed += TimerWatchdog;
5909 m_timerWatchdog.AutoReset = true;
5910 m_timerWatchdog.Start();
5911 }
5912
5913 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5914 {
5915 CheckHeartbeat();
5916 }
5917
5526 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5918 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5527 /// autopilot that moves an avatar to a sit target!. 5919 /// autopilot that moves an avatar to a sit target!.
5528 /// </summary> 5920 /// </summary>
@@ -5601,6 +5993,11 @@ namespace OpenSim.Region.Framework.Scenes
5601 return m_SpawnPoint - 1; 5993 return m_SpawnPoint - 1;
5602 } 5994 }
5603 5995
5996 private void HandleGcCollect(string module, string[] args)
5997 {
5998 GC.Collect();
5999 }
6000
5604 /// <summary> 6001 /// <summary>
5605 /// Wrappers to get physics modules retrieve assets. 6002 /// Wrappers to get physics modules retrieve assets.
5606 /// </summary> 6003 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a84f6d3..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1581,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 { 1732 {
1582 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1583 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1584 } 1736 }
1585 } 1737 }
1586 } 1738 }
@@ -1645,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1645 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1646 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1647 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1648 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1649 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1650 1808
@@ -1653,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1811 return;
1654 1812
1655 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1656 try 1815 try
1657 { 1816 {
1817
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1819
1660 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1831 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1832
1673 child.RootPart.SalePrice = 10; 1833 if (child != null)
1674 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1675 } 1839 }
1676 1840
1677 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1700,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1700 } 1864 }
1701 finally 1865 finally
1702 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1703 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1704 } 1878 }
1705 } 1879 }
@@ -1722,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1722 { 1896 {
1723 if (part != null) 1897 if (part != null)
1724 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1725 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1726 { 1905 {
1727 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1736,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1736 1915
1737 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1738 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1739 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1740 } 1921 }
1741 } 1922 }
1742 } 1923 }
1743 1924
1744 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1745 { 1926 {
1746 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1747 // 1928 {
1748 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1749 1930 //
1750 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1751 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1752 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1753 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1754 } 1935 }
1755 1936
1756 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1764,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1764 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1765 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1766 1947
1948 if (numChildren == 1)
1949 break;
1950
1767 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1768 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1769 // 1954 //
1770 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1771 { 1956 if (numChildren > 1)
1772 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1773 //
1774 bool sendEventsToRemainder = true;
1775 if (numChildren > 1)
1776 sendEventsToRemainder = false;
1777 1958
1778 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1779 { 1962 {
1780 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1781 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1782 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1783 1984
1784 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1785 // need to re-link
1786 // 1986 //
1787 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1788 { 1988 {
1789 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1790 // 1990 });
1791 if (newSet.Contains(root))
1792 newSet.Remove(root);
1793
1794 // Preserve link ordering
1795 //
1796 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1797 {
1798 return a.LinkNum.CompareTo(b.LinkNum);
1799 });
1800 1991
1801 // Determine new root 1992 // Determine new root
1802 // 1993 //
1803 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1804 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1805 1996
1806 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1807 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1808 1999
1809 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1810 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1811 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1812 }
1813 } 2003 }
1814 } 2004 }
1815 2005
@@ -1817,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1817 // 2007 //
1818 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1819 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1820 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1821 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1822 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1890,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1890 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1891 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1892 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1893 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1894 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1895 { 2091 {
1896 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1897 2095
1898 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1899 { 2098 {
1900 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1901 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1902 // originalPrimID, offset, AgentID);
1903
1904 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1905 if (original == null)
1906 { 2101 {
1907 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1908 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1909 2104
1910 return null; 2105 if (original.OwnerID != AgentID)
1911 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1912 2109
1913 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1914 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2111
1915 return null; 2112 if (m_parentScene.Permissions.PropagatePermissions())
2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1916 2122
1917 SceneObjectGroup copy = original.Copy(true); 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1918 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2124 Entities.Add(copy);
1919 2125
1920 if (original.OwnerID != AgentID) 2126 lock (SceneObjectGroupsByFullID)
1921 { 2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1922 copy.SetOwnerId(AgentID);
1923 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1924 2128
1925 SceneObjectPart[] partList = copy.Parts; 2129 SceneObjectPart[] children = copy.Parts;
1926 2130
1927 if (m_parentScene.Permissions.PropagatePermissions()) 2131 lock (SceneObjectGroupsByFullPartID)
1928 { 2132 {
1929 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1930 { 2134 foreach (SceneObjectPart part in children)
1931 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1932 child.TriggerScriptChangedEvent(Changed.OWNER);
1933 child.ApplyNextOwnerPermissions();
1934 }
1935 } 2136 }
1936 2137
1937 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1938 copy.RootPart.SalePrice = 10; 2139 {
1939 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1940 2145
1941 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1942 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1943 2148 // We need to clear the selection flag here, else that
1944 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1945 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1946 2151 copy.IsSelected = false;
1947 SceneObjectPart[] children = copy.Parts; 2152
1948 2153 m_numPrim += copy.Parts.Length;
1949 lock (SceneObjectGroupsByFullPartID) 2154
1950 { 2155 if (rot != Quaternion.Identity)
1951 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1952 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1953 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1954 }
1955
1956 lock (SceneObjectGroupsByLocalPartID)
1957 {
1958 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1959 foreach (SceneObjectPart part in children)
1960 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1961 }
1962 // PROBABLE END OF FIXME
1963
1964 // Since we copy from a source group that is in selected
1965 // state, but the copy is shown deselected in the viewer,
1966 // We need to clear the selection flag here, else that
1967 // prim never gets persisted at all. The client doesn't
1968 // think it's selected, so it will never send a deselect...
1969 copy.IsSelected = false;
1970
1971 m_numPrim += copy.Parts.Length;
1972
1973 if (rot != Quaternion.Identity)
1974 {
1975 copy.UpdateGroupRotationR(rot);
1976 }
1977 2159
1978 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1979 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1980 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1981 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1982 2164
1983 // required for physics to update it's position 2165 // required for physics to update it's position
1984 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1985 2167
1986 return copy; 2168 return copy;
2169 }
1987 } 2170 }
1988 finally 2171 else
1989 { 2172 {
1990 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1991 } 2174 }
2175
2176 return null;
1992 } 2177 }
1993 2178
1994 /// <summary>
1995 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1996 /// </summary> 2180 /// </summary>
1997 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 1e2e973..0e0b6c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,12 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 private Scene m_currentScene = null;
103 104
104 public List<Scene> Scenes 105 public List<Scene> Scenes
105 { 106 {
106 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 108 }
108 109
109 /// <summary> 110 /// <summary>
@@ -120,13 +121,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 121 {
121 if (CurrentScene == null) 122 if (CurrentScene == null)
122 { 123 {
123 lock (m_localScenes) 124 List<Scene> sceneList = Scenes;
124 { 125 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 126 return null;
126 return m_localScenes[0]; 127 return sceneList[0];
127 else
128 return null;
129 }
130 } 128 }
131 else 129 else
132 { 130 {
@@ -138,41 +136,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 136 public SceneManager()
139 { 137 {
140 m_instance = this; 138 m_instance = this;
141 m_localScenes = new List<Scene>(); 139 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 140 }
143 141
144 public void Close() 142 public void Close()
145 { 143 {
144 List<Scene> localScenes = null;
145
146 lock (m_localScenes) 146 lock (m_localScenes)
147 { 147 {
148 for (int i = 0; i < m_localScenes.Count; i++) 148 localScenes = Scenes;
149 { 149 }
150 m_localScenes[i].Close(); 150
151 } 151 for (int i = 0; i < localScenes.Count; i++)
152 {
153 localScenes[i].Close();
152 } 154 }
153 } 155 }
154 156
155 public void Close(Scene cscene) 157 public void Close(Scene cscene)
156 { 158 {
157 lock (m_localScenes) 159 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 160 return;
159 if (m_localScenes.Contains(cscene)) 161 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 162 }
171 163
172 public void Add(Scene scene) 164 public void Add(Scene scene)
173 { 165 {
174 lock (m_localScenes) 166 lock (m_localScenes)
175 m_localScenes.Add(scene); 167 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 168
177 scene.OnRestart += HandleRestart; 169 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 170 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +176,8 @@ namespace OpenSim.Region.Framework.Scenes
184 176
185 lock (m_localScenes) 177 lock (m_localScenes)
186 { 178 {
187 for (int i = 0; i < m_localScenes.Count; i++) 179 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 180 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 181 }
197 182
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 183 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +192,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 192 private void HandleRegionReadyStatusChange(IScene scene)
208 { 193 {
209 lock (m_localScenes) 194 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 195 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 196 }
212 197
213 public void SendSimOnlineNotification(ulong regionHandle) 198 public void SendSimOnlineNotification(ulong regionHandle)
214 { 199 {
215 RegionInfo Result = null; 200 RegionInfo Result = null;
216 201
217 lock (m_localScenes) 202 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 203 {
223 // Inform other regions to tell their avatar about me 204 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 205 return true;
225 } 206 return false;
226 } 207 });
208
209 if (s != null)
210 {
211 List<Scene> sceneList = Scenes;
227 212
228 if (Result != null) 213 for (int i = 0; i < sceneList.Count; i++)
229 { 214 {
230 for (int i = 0; i < m_localScenes.Count; i++) 215 if (sceneList[i]!= s)
231 { 216 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 217 // Inform other regions to tell their avatar about me
233 { 218 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 219 }
238 } 220 }
239 else 221 }
240 { 222 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 223 {
242 } 224 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 225 }
244 } 226 }
245 227
@@ -343,8 +325,8 @@ namespace OpenSim.Region.Framework.Scenes
343 { 325 {
344 if (CurrentScene == null) 326 if (CurrentScene == null)
345 { 327 {
346 lock (m_localScenes) 328 List<Scene> sceneList = Scenes;
347 m_localScenes.ForEach(func); 329 sceneList.ForEach(func);
348 } 330 }
349 else 331 else
350 { 332 {
@@ -373,16 +355,12 @@ namespace OpenSim.Region.Framework.Scenes
373 } 355 }
374 else 356 else
375 { 357 {
376 lock (m_localScenes) 358 Scene s;
359
360 if (m_localScenes.TryGetValue(regionName, out s))
377 { 361 {
378 foreach (Scene scene in m_localScenes) 362 m_currentScene = s;
379 { 363 return true;
380 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
381 {
382 CurrentScene = scene;
383 return true;
384 }
385 }
386 } 364 }
387 365
388 return false; 366 return false;
@@ -391,18 +369,14 @@ namespace OpenSim.Region.Framework.Scenes
391 369
392 public bool TrySetCurrentScene(UUID regionID) 370 public bool TrySetCurrentScene(UUID regionID)
393 { 371 {
394 m_log.Debug("Searching for Region: '" + regionID + "'"); 372// m_log.Debug("Searching for Region: '" + regionID + "'");
395 373
396 lock (m_localScenes) 374 Scene s;
375
376 if (m_localScenes.TryGetValue(regionID, out s))
397 { 377 {
398 foreach (Scene scene in m_localScenes) 378 m_currentScene = s;
399 { 379 return true;
400 if (scene.RegionInfo.RegionID == regionID)
401 {
402 CurrentScene = scene;
403 return true;
404 }
405 }
406 } 380 }
407 381
408 return false; 382 return false;
@@ -410,52 +384,24 @@ namespace OpenSim.Region.Framework.Scenes
410 384
411 public bool TryGetScene(string regionName, out Scene scene) 385 public bool TryGetScene(string regionName, out Scene scene)
412 { 386 {
413 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionName, out scene);
414 {
415 foreach (Scene mscene in m_localScenes)
416 {
417 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
418 {
419 scene = mscene;
420 return true;
421 }
422 }
423 }
424
425 scene = null;
426 return false;
427 } 388 }
428 389
429 public bool TryGetScene(UUID regionID, out Scene scene) 390 public bool TryGetScene(UUID regionID, out Scene scene)
430 { 391 {
431 lock (m_localScenes) 392 return m_localScenes.TryGetValue(regionID, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (mscene.RegionInfo.RegionID == regionID)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 393 }
446 394
447 public bool TryGetScene(uint locX, uint locY, out Scene scene) 395 public bool TryGetScene(uint locX, uint locY, out Scene scene)
448 { 396 {
449 lock (m_localScenes) 397 List<Scene> sceneList = Scenes;
398 foreach (Scene mscene in sceneList)
450 { 399 {
451 foreach (Scene mscene in m_localScenes) 400 if (mscene.RegionInfo.RegionLocX == locX &&
401 mscene.RegionInfo.RegionLocY == locY)
452 { 402 {
453 if (mscene.RegionInfo.RegionLocX == locX && 403 scene = mscene;
454 mscene.RegionInfo.RegionLocY == locY) 404 return true;
455 {
456 scene = mscene;
457 return true;
458 }
459 } 405 }
460 } 406 }
461 407
@@ -465,16 +411,14 @@ namespace OpenSim.Region.Framework.Scenes
465 411
466 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 412 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
467 { 413 {
468 lock (m_localScenes) 414 List<Scene> sceneList = Scenes;
415 foreach (Scene mscene in sceneList)
469 { 416 {
470 foreach (Scene mscene in m_localScenes) 417 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
418 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
471 { 419 {
472 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 420 scene = mscene;
473 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 421 return true;
474 {
475 scene = mscene;
476 return true;
477 }
478 } 422 }
479 } 423 }
480 424
@@ -539,15 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
539 483
540 public RegionInfo GetRegionInfo(UUID regionID) 484 public RegionInfo GetRegionInfo(UUID regionID)
541 { 485 {
542 lock (m_localScenes) 486 Scene s;
487 if (m_localScenes.TryGetValue(regionID, out s))
543 { 488 {
544 foreach (Scene scene in m_localScenes) 489 return s.RegionInfo;
545 {
546 if (scene.RegionInfo.RegionID == regionID)
547 {
548 return scene.RegionInfo;
549 }
550 }
551 } 490 }
552 491
553 return null; 492 return null;
@@ -565,14 +504,12 @@ namespace OpenSim.Region.Framework.Scenes
565 504
566 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
567 { 506 {
568 lock (m_localScenes) 507 List<Scene> sceneList = Scenes;
508 foreach (Scene scene in sceneList)
569 { 509 {
570 foreach (Scene scene in m_localScenes) 510 if (scene.TryGetScenePresence(avatarId, out avatar))
571 { 511 {
572 if (scene.TryGetScenePresence(avatarId, out avatar)) 512 return true;
573 {
574 return true;
575 }
576 } 513 }
577 } 514 }
578 515
@@ -582,15 +519,13 @@ namespace OpenSim.Region.Framework.Scenes
582 519
583 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 520 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
584 { 521 {
585 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
523 foreach (Scene scene in sceneList)
586 { 524 {
587 foreach (Scene scene in m_localScenes) 525 avatar = scene.GetScenePresence(avatarId);
588 {
589 avatar = scene.GetScenePresence(avatarId);
590 526
591 if (avatar != null && !avatar.IsChildAgent) 527 if (avatar != null && !avatar.IsChildAgent)
592 return true; 528 return true;
593 }
594 } 529 }
595 530
596 avatar = null; 531 avatar = null;
@@ -600,21 +535,19 @@ namespace OpenSim.Region.Framework.Scenes
600 public void CloseScene(Scene scene) 535 public void CloseScene(Scene scene)
601 { 536 {
602 lock (m_localScenes) 537 lock (m_localScenes)
603 m_localScenes.Remove(scene); 538 m_localScenes.Remove(scene.RegionInfo.RegionID);
604 539
605 scene.Close(); 540 scene.Close();
606 } 541 }
607 542
608 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 543 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
609 { 544 {
610 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
546 foreach (Scene scene in sceneList)
611 { 547 {
612 foreach (Scene scene in m_localScenes) 548 if (scene.TryGetAvatarByName(avatarName, out avatar))
613 { 549 {
614 if (scene.TryGetAvatarByName(avatarName, out avatar)) 550 return true;
615 {
616 return true;
617 }
618 } 551 }
619 } 552 }
620 553
@@ -624,14 +557,12 @@ namespace OpenSim.Region.Framework.Scenes
624 557
625 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 558 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
626 { 559 {
627 lock (m_localScenes) 560 List<Scene> sceneList = Scenes;
561 foreach (Scene scene in sceneList)
628 { 562 {
629 foreach (Scene scene in m_localScenes) 563 sp = scene.GetScenePresence(firstName, lastName);
630 { 564 if (sp != null && !sp.IsChildAgent)
631 sp = scene.GetScenePresence(firstName, lastName); 565 return true;
632 if (sp != null && !sp.IsChildAgent)
633 return true;
634 }
635 } 566 }
636 567
637 sp = null; 568 sp = null;
@@ -640,8 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
640 571
641 public void ForEachScene(Action<Scene> action) 572 public void ForEachScene(Action<Scene> action)
642 { 573 {
643 lock (m_localScenes) 574 List<Scene> sceneList = Scenes;
644 m_localScenes.ForEach(action); 575 sceneList.ForEach(action);
645 } 576 }
646 } 577 }
647} 578}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..0f5d116 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -77,14 +79,14 @@ namespace OpenSim.Region.Framework.Scenes
77 object_rez = 4194304 79 object_rez = 4194304
78 } 80 }
79 81
80 struct scriptPosTarget 82 public struct scriptPosTarget
81 { 83 {
82 public Vector3 targetPos; 84 public Vector3 targetPos;
83 public float tolerance; 85 public float tolerance;
84 public uint handle; 86 public uint handle;
85 } 87 }
86 88
87 struct scriptRotTarget 89 public struct scriptRotTarget
88 { 90 {
89 public Quaternion targetRot; 91 public Quaternion targetRot;
90 public float tolerance; 92 public float tolerance;
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 117 /// since the group's last persistent backup
116 /// </summary> 118 /// </summary>
117 private bool m_hasGroupChanged = false; 119 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 120 private long timeFirstChanged = 0;
119 private long timeLastChanged; 121 private long timeLastChanged = 0;
122 private long m_maxPersistTime = 0;
123 private long m_minPersistTime = 0;
124// private Random m_rand;
125 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 126
121 /// <summary> 127 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 128 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 139 {
134 if (value) 140 if (value)
135 { 141 {
142
143 if (m_isBackedUp)
144 {
145 m_scene.SceneGraph.FireChangeBackup(this);
146 }
136 timeLastChanged = DateTime.Now.Ticks; 147 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 148 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 149 timeFirstChanged = DateTime.Now.Ticks;
150 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
151 {
152/*
153 if (m_rand == null)
154 {
155 byte[] val = new byte[16];
156 m_rootPart.UUID.ToBytes(val, 0);
157 m_rand = new Random(BitConverter.ToInt32(val, 0));
158 }
159 */
160 if (m_scene.GetRootAgentCount() == 0)
161 {
162 //If the region is empty, this change has been made by an automated process
163 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
164
165// float factor = 1.5f + (float)(m_rand.NextDouble());
166 float factor = 2.0f;
167 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
168 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
169 }
170 else
171 {
172 //If the region is not empty, we want to obey the minimum and maximum persist times
173 //but add a random factor so we stagger the object persistance a little
174// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
175// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
176 m_maxPersistTime = m_scene.m_persistAfter;
177 m_minPersistTime = m_scene.m_dontPersistBefore;
178 }
179 }
139 } 180 }
140 m_hasGroupChanged = value; 181 m_hasGroupChanged = value;
141 182
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 191 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 192 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 193 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 194 public bool HasGroupChangedDueToDelink { get; set; }
154 195
155 private bool isTimeToPersist() 196 private bool isTimeToPersist()
156 { 197 {
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 201 return false;
161 if (m_scene.ShuttingDown) 202 if (m_scene.ShuttingDown)
162 return true; 203 return true;
204
205 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
206 {
207 m_maxPersistTime = m_scene.m_persistAfter;
208 m_minPersistTime = m_scene.m_dontPersistBefore;
209 }
210
163 long currentTime = DateTime.Now.Ticks; 211 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 212
213 if (timeLastChanged == 0) timeLastChanged = currentTime;
214 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
215
216 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 217 return true;
166 return false; 218 return false;
167 } 219 }
@@ -264,26 +316,38 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return RootPart.VolumeDetectActive; } 316 get { return RootPart.VolumeDetectActive; }
265 } 317 }
266 318
267 private Vector3 lastPhysGroupPos;
268 private Quaternion lastPhysGroupRot;
269
270 private bool m_isBackedUp; 319 private bool m_isBackedUp;
271 320
321 public bool IsBackedUp
322 {
323 get { return m_isBackedUp; }
324 }
325
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 326 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 327
274 protected ulong m_regionHandle; 328 protected ulong m_regionHandle;
275 protected SceneObjectPart m_rootPart; 329 protected SceneObjectPart m_rootPart;
276 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 330 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
277 331
278 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 332 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
279 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 333 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
334
335 public SortedDictionary<uint, scriptPosTarget> AtTargets
336 {
337 get { return m_targets; }
338 }
339
340 public SortedDictionary<uint, scriptRotTarget> RotTargets
341 {
342 get { return m_rotTargets; }
343 }
280 344
281 private bool m_scriptListens_atTarget; 345 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 346 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 347 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 348 private bool m_scriptListens_notAtRotTarget;
286 349
350 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 351 internal Dictionary<UUID, string> m_savedScriptState;
288 352
289 #region Properties 353 #region Properties
@@ -320,6 +384,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 384 get { return m_parts.Count; }
321 } 385 }
322 386
387// protected Quaternion m_rotation = Quaternion.Identity;
388//
389// public virtual Quaternion Rotation
390// {
391// get { return m_rotation; }
392// set {
393// m_rotation = value;
394// }
395// }
396
323 public Quaternion GroupRotation 397 public Quaternion GroupRotation
324 { 398 {
325 get { return m_rootPart.RotationOffset; } 399 get { return m_rootPart.RotationOffset; }
@@ -426,7 +500,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 500 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 501 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 502 }
429 503
504
505
506 private struct avtocrossInfo
507 {
508 public ScenePresence av;
509 public uint ParentID;
510 }
511
430 /// <summary> 512 /// <summary>
431 /// The absolute position of this scene object in the scene 513 /// The absolute position of this scene object in the scene
432 /// </summary> 514 /// </summary>
@@ -454,10 +536,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 536 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 537 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 538 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 539 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
540 uint x = 0;
541 uint y = 0;
542 string version = String.Empty;
543 Vector3 newpos = Vector3.Zero;
544 OpenSim.Services.Interfaces.GridRegion destination = null;
545
546 if (m_rootPart.KeyframeMotion != null)
547 m_rootPart.KeyframeMotion.StartCrossingCheck();
548
549 bool canCross = true;
550 foreach (ScenePresence av in m_linkedAvatars)
551 {
552 // We need to cross these agents. First, let's find
553 // out if any of them can't cross for some reason.
554 // We have to deny the crossing entirely if any
555 // of them are banned. Alternatively, we could
556 // unsit banned agents....
557
558
559 // We set the avatar position as being the object
560 // position to get the region to send to
561 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
562 {
563 canCross = false;
564 break;
565 }
566
567 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
568 }
569
570 if (canCross)
571 {
572 // We unparent the SP quietly so that it won't
573 // be made to stand up
574
575 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
576
577 foreach (ScenePresence av in m_linkedAvatars)
578 {
579 avtocrossInfo avinfo = new avtocrossInfo();
580 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
581 if (parentPart != null)
582 av.ParentUUID = parentPart.UUID;
583
584 avinfo.av = av;
585 avinfo.ParentID = av.ParentID;
586 avsToCross.Add(avinfo);
587
588 av.ParentID = 0;
589 }
590
591 // m_linkedAvatars.Clear();
592 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
593
594 // Normalize
595 if (val.X >= Constants.RegionSize)
596 val.X -= Constants.RegionSize;
597 if (val.Y >= Constants.RegionSize)
598 val.Y -= Constants.RegionSize;
599 if (val.X < 0)
600 val.X += Constants.RegionSize;
601 if (val.Y < 0)
602 val.Y += Constants.RegionSize;
603
604 // If it's deleted, crossing was successful
605 if (IsDeleted)
606 {
607 // foreach (ScenePresence av in m_linkedAvatars)
608 foreach (avtocrossInfo avinfo in avsToCross)
609 {
610 ScenePresence av = avinfo.av;
611 if (!av.IsInTransit) // just in case...
612 {
613 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
614
615 av.IsInTransit = true;
616
617 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
618 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
619 }
620 else
621 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
622 }
623 avsToCross.Clear();
624 return;
625 }
626 else // cross failed, put avas back ??
627 {
628 foreach (avtocrossInfo avinfo in avsToCross)
629 {
630 ScenePresence av = avinfo.av;
631 av.ParentUUID = UUID.Zero;
632 av.ParentID = avinfo.ParentID;
633// m_linkedAvatars.Add(av);
634 }
635 }
636 avsToCross.Clear();
637
638 }
639 else
640 {
641 if (m_rootPart.KeyframeMotion != null)
642 m_rootPart.KeyframeMotion.CrossingFailure();
643
644 if (RootPart.PhysActor != null)
645 {
646 RootPart.PhysActor.CrossingFailure();
647 }
648 }
649 Vector3 oldp = AbsolutePosition;
650 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
651 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
652 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 653 }
459 } 654 }
460 655
656/* don't see the need but worse don't see where is restored to false if things stay in
657 foreach (SceneObjectPart part in m_parts.GetArray())
658 {
659 part.IgnoreUndoUpdate = true;
660 }
661 */
461 if (RootPart.GetStatusSandbox()) 662 if (RootPart.GetStatusSandbox())
462 { 663 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 664 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +676,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 676 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 677 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 678 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 679 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 680 if (m_dupeInProgress)
681 triggerScriptEvent = false;
682 foreach (SceneObjectPart part in parts)
683 {
684 part.GroupPosition = val;
685 if (triggerScriptEvent)
686 part.TriggerScriptChangedEvent(Changed.POSITION);
687 }
480 688
689/*
690 This seems not needed and should not be needed:
691 sp absolute position depends on sit part absolute position fixed above.
692 sp ParentPosition is not used anywhere.
693 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
694 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
695
696 if (!m_dupeInProgress)
697 {
698 foreach (ScenePresence av in m_linkedAvatars)
699 {
700 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
701 if (p != null && m_parts.TryGetValue(p.UUID, out p))
702 {
703 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
704 av.AbsolutePosition += offset;
705// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
706 av.SendAvatarDataToAllAgents();
707 }
708 }
709 }
710*/
481 //if (m_rootPart.PhysActor != null) 711 //if (m_rootPart.PhysActor != null)
482 //{ 712 //{
483 //m_rootPart.PhysActor.Position = 713 //m_rootPart.PhysActor.Position =
@@ -491,6 +721,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 721 }
492 } 722 }
493 723
724 public override Vector3 Velocity
725 {
726 get { return RootPart.Velocity; }
727 set { RootPart.Velocity = value; }
728 }
729
730 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
731 {
732 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
733 ScenePresence agent = icon.EndInvoke(iar);
734
735 //// If the cross was successful, this agent is a child agent
736 if (agent.IsChildAgent)
737 {
738 if (agent.ParentUUID != UUID.Zero)
739 {
740 agent.ParentPart = null;
741// agent.ParentPosition = Vector3.Zero;
742// agent.ParentUUID = UUID.Zero;
743 }
744 }
745
746 agent.ParentUUID = UUID.Zero;
747
748// agent.Reset();
749// else // Not successful
750// agent.RestoreInCurrentScene();
751
752 // In any case
753 agent.IsInTransit = false;
754
755 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
756 }
757
494 public override uint LocalId 758 public override uint LocalId
495 { 759 {
496 get { return m_rootPart.LocalId; } 760 get { return m_rootPart.LocalId; }
@@ -561,6 +825,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 825 m_isSelected = value;
562 // Tell physics engine that group is selected 826 // Tell physics engine that group is selected
563 827
828 // this is not right
829 // but ode engines should only really need to know about root part
830 // so they can put entire object simulation on hold and not colliding
831 // keep as was for now
832
564 PhysicsActor pa = m_rootPart.PhysActor; 833 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 834 if (pa != null)
566 { 835 {
@@ -577,6 +846,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 846 childPa.Selected = value;
578 } 847 }
579 } 848 }
849 if (RootPart.KeyframeMotion != null)
850 RootPart.KeyframeMotion.Selected = value;
851 }
852 }
853
854 public void PartSelectChanged(bool partSelect)
855 {
856 // any part selected makes group selected
857 if (m_isSelected == partSelect)
858 return;
859
860 if (partSelect)
861 {
862 IsSelected = partSelect;
863// if (!IsAttachment)
864// ScheduleGroupForFullUpdate();
865 }
866 else
867 {
868 // bad bad bad 2 heavy for large linksets
869 // since viewer does send lot of (un)selects
870 // this needs to be replaced by a specific list or count ?
871 // but that will require extra code in several places
872
873 SceneObjectPart[] parts = m_parts.GetArray();
874 for (int i = 0; i < parts.Length; i++)
875 {
876 SceneObjectPart part = parts[i];
877 if (part.IsSelected)
878 return;
879 }
880 IsSelected = partSelect;
881 if (!IsAttachment)
882 {
883 ScheduleGroupForFullUpdate();
884 }
580 } 885 }
581 } 886 }
582 887
@@ -674,6 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 979 /// </summary>
675 public SceneObjectGroup() 980 public SceneObjectGroup()
676 { 981 {
982
677 } 983 }
678 984
679 /// <summary> 985 /// <summary>
@@ -691,8 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 997 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 998 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 999 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1000 {
695 { 1001 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 1002 }
697 1003
698 /// <summary> 1004 /// <summary>
@@ -727,6 +1033,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1033 /// </summary>
728 public virtual void AttachToBackup() 1034 public virtual void AttachToBackup()
729 { 1035 {
1036 if (IsAttachment) return;
1037 m_scene.SceneGraph.FireAttachToBackup(this);
1038
730 if (InSceneBackup) 1039 if (InSceneBackup)
731 { 1040 {
732 //m_log.DebugFormat( 1041 //m_log.DebugFormat(
@@ -769,6 +1078,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1078
770 ApplyPhysics(); 1079 ApplyPhysics();
771 1080
1081 if (RootPart.PhysActor != null)
1082 RootPart.Force = RootPart.Force;
1083 if (RootPart.PhysActor != null)
1084 RootPart.Torque = RootPart.Torque;
1085 if (RootPart.PhysActor != null)
1086 RootPart.Buoyancy = RootPart.Buoyancy;
1087
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1088 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1089 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1090 //ScheduleGroupForFullUpdate();
@@ -784,6 +1100,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1100 EntityIntersection result = new EntityIntersection();
785 1101
786 SceneObjectPart[] parts = m_parts.GetArray(); 1102 SceneObjectPart[] parts = m_parts.GetArray();
1103
1104 // Find closest hit here
1105 float idist = float.MaxValue;
1106
787 for (int i = 0; i < parts.Length; i++) 1107 for (int i = 0; i < parts.Length; i++)
788 { 1108 {
789 SceneObjectPart part = parts[i]; 1109 SceneObjectPart part = parts[i];
@@ -798,11 +1118,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1118
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1119 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1120
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1121 if (inter.HitTF)
807 { 1122 {
808 // We need to find the closest prim to return to the testcaller along the ray 1123 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1128,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1128 result.obj = part;
814 result.normal = inter.normal; 1129 result.normal = inter.normal;
815 result.distance = inter.distance; 1130 result.distance = inter.distance;
1131
1132 idist = inter.distance;
816 } 1133 }
817 } 1134 }
818 } 1135 }
819
820 return result; 1136 return result;
821 } 1137 }
822 1138
@@ -828,25 +1144,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1144 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1145 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1146 {
831 maxX = -256f; 1147 maxX = float.MinValue;
832 maxY = -256f; 1148 maxY = float.MinValue;
833 maxZ = -256f; 1149 maxZ = float.MinValue;
834 minX = 256f; 1150 minX = float.MaxValue;
835 minY = 256f; 1151 minY = float.MaxValue;
836 minZ = 8192f; 1152 minZ = float.MaxValue;
837 1153
838 SceneObjectPart[] parts = m_parts.GetArray(); 1154 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1155 foreach (SceneObjectPart part in parts)
840 { 1156 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1157 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1158 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1159 Quaternion worldRot;
846 if (part.ParentID == 0) 1160 if (part.ParentID == 0)
1161 {
847 worldRot = part.RotationOffset; 1162 worldRot = part.RotationOffset;
1163 }
848 else 1164 else
1165 {
849 worldRot = part.GetWorldRotation(); 1166 worldRot = part.GetWorldRotation();
1167 }
850 1168
851 Vector3 frontTopLeft; 1169 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1170 Vector3 frontTopRight;
@@ -858,6 +1176,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1176 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1177 Vector3 backBottomRight;
860 1178
1179 // Vector3[] corners = new Vector3[8];
1180
861 Vector3 orig = Vector3.Zero; 1181 Vector3 orig = Vector3.Zero;
862 1182
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1183 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1212,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1212 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1213 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1214
1215
1216
1217 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1218 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1219 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1220 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1221 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1222 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1223 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1224 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1225
1226 //for (int i = 0; i < 8; i++)
1227 //{
1228 // corners[i] = corners[i] * worldRot;
1229 // corners[i] += offset;
1230
1231 // if (corners[i].X > maxX)
1232 // maxX = corners[i].X;
1233 // if (corners[i].X < minX)
1234 // minX = corners[i].X;
1235
1236 // if (corners[i].Y > maxY)
1237 // maxY = corners[i].Y;
1238 // if (corners[i].Y < minY)
1239 // minY = corners[i].Y;
1240
1241 // if (corners[i].Z > maxZ)
1242 // maxZ = corners[i].Y;
1243 // if (corners[i].Z < minZ)
1244 // minZ = corners[i].Z;
1245 //}
1246
895 frontTopLeft = frontTopLeft * worldRot; 1247 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1248 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1249 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1265,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1265 backTopLeft += offset;
914 backTopRight += offset; 1266 backTopRight += offset;
915 1267
1268 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1269 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1270 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1271 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1272 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1273 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1274 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1275 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1276
916 if (frontTopRight.X > maxX) 1277 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1278 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1279 if (frontTopLeft.X > maxX)
@@ -1056,17 +1417,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1417
1057 #endregion 1418 #endregion
1058 1419
1420 public void GetResourcesCosts(SceneObjectPart apart,
1421 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1422 {
1423 // this information may need to be cached
1424
1425 float cost;
1426 float tmpcost;
1427
1428 bool ComplexCost = false;
1429
1430 SceneObjectPart p;
1431 SceneObjectPart[] parts;
1432
1433 lock (m_parts)
1434 {
1435 parts = m_parts.GetArray();
1436 }
1437
1438 int nparts = parts.Length;
1439
1440
1441 for (int i = 0; i < nparts; i++)
1442 {
1443 p = parts[i];
1444
1445 if (p.UsesComplexCost)
1446 {
1447 ComplexCost = true;
1448 break;
1449 }
1450 }
1451
1452 if (ComplexCost)
1453 {
1454 linksetResCost = 0;
1455 linksetPhysCost = 0;
1456 partCost = 0;
1457 partPhysCost = 0;
1458
1459 for (int i = 0; i < nparts; i++)
1460 {
1461 p = parts[i];
1462
1463 cost = p.StreamingCost;
1464 tmpcost = p.SimulationCost;
1465 if (tmpcost > cost)
1466 cost = tmpcost;
1467 tmpcost = p.PhysicsCost;
1468 if (tmpcost > cost)
1469 cost = tmpcost;
1470
1471 linksetPhysCost += tmpcost;
1472 linksetResCost += cost;
1473
1474 if (p == apart)
1475 {
1476 partCost = cost;
1477 partPhysCost = tmpcost;
1478 }
1479 }
1480 }
1481 else
1482 {
1483 partPhysCost = 1.0f;
1484 partCost = 1.0f;
1485 linksetResCost = (float)nparts;
1486 linksetPhysCost = linksetResCost;
1487 }
1488 }
1489
1490 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1491 {
1492 SceneObjectPart p;
1493 SceneObjectPart[] parts;
1494
1495 lock (m_parts)
1496 {
1497 parts = m_parts.GetArray();
1498 }
1499
1500 int nparts = parts.Length;
1501
1502 PhysCost = 0;
1503 StreamCost = 0;
1504 SimulCost = 0;
1505
1506 for (int i = 0; i < nparts; i++)
1507 {
1508 p = parts[i];
1509
1510 StreamCost += p.StreamingCost;
1511 SimulCost += p.SimulationCost;
1512 PhysCost += p.PhysicsCost;
1513 }
1514 }
1515
1059 public void SaveScriptedState(XmlTextWriter writer) 1516 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1517 {
1518 SaveScriptedState(writer, false);
1519 }
1520
1521 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1522 {
1061 XmlDocument doc = new XmlDocument(); 1523 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1524 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1525
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1526 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1527 for (int i = 0; i < parts.Length; i++)
1066 { 1528 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1529 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1530 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1531 states[kvp.Key] = kvp.Value;
1070 } 1532 }
1071 1533
1072 if (states.Count > 0) 1534 if (states.Count > 0)
@@ -1086,6 +1548,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1548 }
1087 1549
1088 /// <summary> 1550 /// <summary>
1551 /// Add the avatar to this linkset (avatar is sat).
1552 /// </summary>
1553 /// <param name="agentID"></param>
1554 public void AddAvatar(UUID agentID)
1555 {
1556 ScenePresence presence;
1557 if (m_scene.TryGetScenePresence(agentID, out presence))
1558 {
1559 if (!m_linkedAvatars.Contains(presence))
1560 {
1561 m_linkedAvatars.Add(presence);
1562 }
1563 }
1564 }
1565
1566 /// <summary>
1567 /// Delete the avatar from this linkset (avatar is unsat).
1568 /// </summary>
1569 /// <param name="agentID"></param>
1570 public void DeleteAvatar(UUID agentID)
1571 {
1572 ScenePresence presence;
1573 if (m_scene.TryGetScenePresence(agentID, out presence))
1574 {
1575 if (m_linkedAvatars.Contains(presence))
1576 {
1577 m_linkedAvatars.Remove(presence);
1578 }
1579 }
1580 }
1581
1582 /// <summary>
1583 /// Returns the list of linked presences (avatars sat on this group)
1584 /// </summary>
1585 /// <param name="agentID"></param>
1586 public List<ScenePresence> GetLinkedAvatars()
1587 {
1588 return m_linkedAvatars;
1589 }
1590
1591 /// <summary>
1592 /// Attach this scene object to the given avatar.
1593 /// </summary>
1594 /// <param name="agentID"></param>
1595 /// <param name="attachmentpoint"></param>
1596 /// <param name="AttachOffset"></param>
1597 private void AttachToAgent(
1598 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1599 {
1600 if (avatar != null)
1601 {
1602 // don't attach attachments to child agents
1603 if (avatar.IsChildAgent) return;
1604
1605 // Remove from database and parcel prim count
1606 m_scene.DeleteFromStorage(so.UUID);
1607 m_scene.EventManager.TriggerParcelPrimCountTainted();
1608
1609 so.AttachedAvatar = avatar.UUID;
1610
1611 if (so.RootPart.PhysActor != null)
1612 {
1613 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1614 so.RootPart.PhysActor = null;
1615 }
1616
1617 so.AbsolutePosition = attachOffset;
1618 so.RootPart.AttachedPos = attachOffset;
1619 so.IsAttachment = true;
1620 so.RootPart.SetParentLocalId(avatar.LocalId);
1621 so.AttachmentPoint = attachmentpoint;
1622
1623 avatar.AddAttachment(this);
1624
1625 if (!silent)
1626 {
1627 // Killing it here will cause the client to deselect it
1628 // It then reappears on the avatar, deselected
1629 // through the full update below
1630 //
1631 if (IsSelected)
1632 {
1633 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1634 }
1635
1636 IsSelected = false; // fudge....
1637 ScheduleGroupForFullUpdate();
1638 }
1639 }
1640 else
1641 {
1642 m_log.WarnFormat(
1643 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1644 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1645 }
1646 }
1647
1648 public byte GetAttachmentPoint()
1649 {
1650 return m_rootPart.Shape.State;
1651 }
1652
1653 public void DetachToGround()
1654 {
1655 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1656 if (avatar == null)
1657 return;
1658
1659 avatar.RemoveAttachment(this);
1660
1661 Vector3 detachedpos = new Vector3(127f,127f,127f);
1662 if (avatar == null)
1663 return;
1664
1665 detachedpos = avatar.AbsolutePosition;
1666 FromItemID = UUID.Zero;
1667
1668 AbsolutePosition = detachedpos;
1669 AttachedAvatar = UUID.Zero;
1670
1671 //SceneObjectPart[] parts = m_parts.GetArray();
1672 //for (int i = 0; i < parts.Length; i++)
1673 // parts[i].AttachedAvatar = UUID.Zero;
1674
1675 m_rootPart.SetParentLocalId(0);
1676 AttachmentPoint = (byte)0;
1677 // must check if buildind should be true or false here
1678 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1679 HasGroupChanged = true;
1680 RootPart.Rezzed = DateTime.Now;
1681 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1682 AttachToBackup();
1683 m_scene.EventManager.TriggerParcelPrimCountTainted();
1684 m_rootPart.ScheduleFullUpdate();
1685 m_rootPart.ClearUndoState();
1686 }
1687
1688 public void DetachToInventoryPrep()
1689 {
1690 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1691 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1692 if (avatar != null)
1693 {
1694 //detachedpos = avatar.AbsolutePosition;
1695 avatar.RemoveAttachment(this);
1696 }
1697
1698 AttachedAvatar = UUID.Zero;
1699
1700 /*SceneObjectPart[] parts = m_parts.GetArray();
1701 for (int i = 0; i < parts.Length; i++)
1702 parts[i].AttachedAvatar = UUID.Zero;*/
1703
1704 m_rootPart.SetParentLocalId(0);
1705 //m_rootPart.SetAttachmentPoint((byte)0);
1706 IsAttachment = false;
1707 AbsolutePosition = m_rootPart.AttachedPos;
1708 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1709 //AttachToBackup();
1710 //m_rootPart.ScheduleFullUpdate();
1711 }
1712
1713 /// <summary>
1089 /// 1714 ///
1090 /// </summary> 1715 /// </summary>
1091 /// <param name="part"></param> 1716 /// <param name="part"></param>
@@ -1125,7 +1750,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1750 public void AddPart(SceneObjectPart part)
1126 { 1751 {
1127 part.SetParent(this); 1752 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1753 m_parts.Add(part.UUID, part);
1754
1755 part.LinkNum = m_parts.Count;
1756
1129 if (part.LinkNum == 2) 1757 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1758 RootPart.LinkNum = 1;
1131 } 1759 }
@@ -1151,6 +1779,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1779 parts[i].UUID = UUID.Random();
1152 } 1780 }
1153 1781
1782 // helper provided for parts.
1783 public int GetSceneMaxUndo()
1784 {
1785 if (m_scene != null)
1786 return m_scene.MaxUndoCount;
1787 return 5;
1788 }
1789
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1790 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1791 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1792 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1844,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1844// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1845// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1846
1211 part.StoreUndoState(); 1847// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1848 part.OnGrab(offsetPos, remoteClient);
1213 } 1849 }
1214 1850
@@ -1228,6 +1864,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1864 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1865 public void DeleteGroupFromScene(bool silent)
1230 { 1866 {
1867 // We need to keep track of this state in case this group is still queued for backup.
1868 IsDeleted = true;
1869
1870 DetachFromBackup();
1871
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1872 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1873 for (int i = 0; i < parts.Length; i++)
1233 { 1874 {
@@ -1251,6 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1892 }
1252 }); 1893 });
1253 } 1894 }
1895
1254 } 1896 }
1255 1897
1256 public void AddScriptLPS(int count) 1898 public void AddScriptLPS(int count)
@@ -1320,28 +1962,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1962 /// </summary>
1321 public void ApplyPhysics() 1963 public void ApplyPhysics()
1322 { 1964 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1965 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1966 if (parts.Length > 1)
1329 { 1967 {
1968 ResetChildPrimPhysicsPositions();
1969
1970 // Apply physics to the root prim
1971 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1972
1973
1330 for (int i = 0; i < parts.Length; i++) 1974 for (int i = 0; i < parts.Length; i++)
1331 { 1975 {
1332 SceneObjectPart part = parts[i]; 1976 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1977 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1978 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1979 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1980 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1981// ResetChildPrimPhysicsPositions();
1982 if (m_rootPart.PhysActor != null)
1983 {
1984 m_rootPart.PhysActor.Building = false;
1985 }
1986 }
1987 else
1988 {
1989 // Apply physics to the root prim
1990 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1991 }
1340 } 1992 }
1341 1993
1342 public void SetOwnerId(UUID userId) 1994 public void SetOwnerId(UUID userId)
1343 { 1995 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1996 ForEachPart(delegate(SceneObjectPart part)
1997 {
1998
1999 part.OwnerID = userId;
2000
2001 });
1345 } 2002 }
1346 2003
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2004 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2030,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2030 return;
1374 } 2031 }
1375 2032
2033 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2034 return;
2035
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2036 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2037 // any exception propogate upwards.
1378 try 2038 try
1379 { 2039 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2040 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2041 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2042 m_scene.LoadingPrims) // Land may not be valid yet
2043
1381 { 2044 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2045 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2046 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2067,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2067 }
1405 } 2068 }
1406 } 2069 }
2070
1407 } 2071 }
1408 2072
1409 if (m_scene.UseBackup && HasGroupChanged) 2073 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2075,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2075 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2076 if (isTimeToPersist() || forcedBackup)
1413 { 2077 {
2078 if (m_rootPart.PhysActor != null &&
2079 (!m_rootPart.PhysActor.IsPhysical))
2080 {
2081 // Possible ghost prim
2082 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2083 {
2084 foreach (SceneObjectPart part in m_parts.GetArray())
2085 {
2086 // Re-set physics actor positions and
2087 // orientations
2088 part.GroupPosition = m_rootPart.GroupPosition;
2089 }
2090 }
2091 }
1414// m_log.DebugFormat( 2092// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2093// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2094// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2095
2096 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2097 {
2098 RootPart.Shape.State = 0;
2099 ScheduleGroupForFullUpdate();
2100 }
2101
1418 SceneObjectGroup backup_group = Copy(false); 2102 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2103 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2104 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2108,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2108 HasGroupChangedDueToDelink = false;
1425 2109
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2110 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2111/*
2112 backup_group.ForEachPart(delegate(SceneObjectPart part)
2113 {
2114 if (part.KeyframeMotion != null)
2115 {
2116 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2117// part.KeyframeMotion.UpdateSceneObject(this);
2118 }
2119 });
2120*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2121 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2122
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2123 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2174,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2174 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2175 public SceneObjectGroup Copy(bool userExposed)
1482 { 2176 {
2177 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2178 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2179 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2180 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2181
2182 // new group as no sitting avatars
2183 dupe.m_linkedAvatars = new List<ScenePresence>();
2184
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2185 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2186 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2187 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2192,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2192 // This is only necessary when userExposed is false!
1495 2193
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2194 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2195
1498 if (!userExposed) 2196 if (!userExposed)
1499 dupe.IsAttachment = true; 2197 dupe.IsAttachment = true;
1500 2198
@@ -1507,16 +2205,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2205
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2206 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2207 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2208
1510 2209
1511 if (userExposed) 2210 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2211 dupe.m_rootPart.TrimPermissions();
1513 2212
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2213 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2214
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2215 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2216 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2217 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2218 }
1520 ); 2219 );
1521 2220
1522 foreach (SceneObjectPart part in partList) 2221 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2225,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2225 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2226 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2227 newPart.LinkNum = part.LinkNum;
1529 } 2228 if (userExposed)
2229 newPart.ParentID = dupe.m_rootPart.LocalId;
2230 }
1530 else 2231 else
1531 { 2232 {
1532 newPart = dupe.m_rootPart; 2233 newPart = dupe.m_rootPart;
1533 } 2234 }
2235/*
2236 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2237 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2238
1535 // Need to duplicate the physics actor as well 2239 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2240 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2241 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2242 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2243 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2244 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2245 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2246 pbs,
1545 newPart.AbsolutePosition, 2247 newPart.AbsolutePosition,
1546 newPart.Scale, 2248 newPart.Scale,
1547 newPart.RotationOffset, 2249 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2250 isphys,
2251 isphan,
1549 newPart.LocalId); 2252 newPart.LocalId);
1550 2253
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2254 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2255 */
2256 if (userExposed)
2257 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2258// }
2259 // copy keyframemotion
2260 if (part.KeyframeMotion != null)
2261 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2262 }
1554 2263
1555 if (userExposed) 2264 if (userExposed)
1556 { 2265 {
1557 dupe.UpdateParentIDs(); 2266// done above dupe.UpdateParentIDs();
2267
2268 if (dupe.m_rootPart.PhysActor != null)
2269 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2270
1558 dupe.HasGroupChanged = true; 2271 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2272 dupe.AttachToBackup();
1560 2273
1561 ScheduleGroupForFullUpdate(); 2274 ScheduleGroupForFullUpdate();
1562 } 2275 }
1563 2276
2277 m_dupeInProgress = false;
1564 return dupe; 2278 return dupe;
1565 } 2279 }
1566 2280
@@ -1572,11 +2286,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2286 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2287 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2288 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2289 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2290 // give newpart a new local ID lettng old part keep same
2291 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2292 newpart.LocalId = m_scene.AllocateLocalId();
2293
2294 SetRootPart(newpart);
2295 if (userExposed)
2296 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2297 }
1577 2298
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2299 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2300 {
2301 if (usePhysics)
2302 {
2303 if (RootPart.KeyframeMotion != null)
2304 RootPart.KeyframeMotion.Stop();
2305 RootPart.KeyframeMotion = null;
2306 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2307 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2308 }
1582 2309
@@ -1624,13 +2351,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2351
1625 if (pa != null) 2352 if (pa != null)
1626 { 2353 {
1627 pa.AddForce(impulse, true); 2354 // false to be applied as a impulse
2355 pa.AddForce(impulse, false);
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2356 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1629 } 2357 }
1630 } 2358 }
1631 } 2359 }
1632 2360
1633 public void applyAngularImpulse(Vector3 impulse) 2361 public void ApplyAngularImpulse(Vector3 impulse)
1634 { 2362 {
1635 PhysicsActor pa = RootPart.PhysActor; 2363 PhysicsActor pa = RootPart.PhysActor;
1636 2364
@@ -1638,21 +2366,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 2366 {
1639 if (!IsAttachment) 2367 if (!IsAttachment)
1640 { 2368 {
1641 pa.AddAngularForce(impulse, true); 2369 // false to be applied as a impulse
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2370 pa.AddAngularForce(impulse, false);
1643 }
1644 }
1645 }
1646
1647 public void setAngularImpulse(Vector3 impulse)
1648 {
1649 PhysicsActor pa = RootPart.PhysActor;
1650
1651 if (pa != null)
1652 {
1653 if (!IsAttachment)
1654 {
1655 pa.Torque = impulse;
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2371 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2372 }
1658 } 2373 }
@@ -1660,20 +2375,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2375
1661 public Vector3 GetTorque() 2376 public Vector3 GetTorque()
1662 { 2377 {
1663 PhysicsActor pa = RootPart.PhysActor; 2378 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2379 }
1676 2380
2381 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2382 public void moveToTarget(Vector3 target, float tau)
1678 { 2383 {
1679 if (IsAttachment) 2384 if (IsAttachment)
@@ -1703,8 +2408,50 @@ namespace OpenSim.Region.Framework.Scenes
1703 2408
1704 if (pa != null) 2409 if (pa != null)
1705 pa.PIDActive = false; 2410 pa.PIDActive = false;
2411
2412 RootPart.ScheduleTerseUpdate(); // send a stop information
1706 } 2413 }
1707 2414
2415 public void rotLookAt(Quaternion target, float strength, float damping)
2416 {
2417 SceneObjectPart rootpart = m_rootPart;
2418 if (rootpart != null)
2419 {
2420 if (IsAttachment)
2421 {
2422 /*
2423 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2424 if (avatar != null)
2425 {
2426 Rotate the Av?
2427 } */
2428 }
2429 else
2430 {
2431 if (rootpart.PhysActor != null)
2432 { // APID must be implemented in your physics system for this to function.
2433 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2434 rootpart.PhysActor.APIDStrength = strength;
2435 rootpart.PhysActor.APIDDamping = damping;
2436 rootpart.PhysActor.APIDActive = true;
2437 }
2438 }
2439 }
2440 }
2441
2442 public void stopLookAt()
2443 {
2444 SceneObjectPart rootpart = m_rootPart;
2445 if (rootpart != null)
2446 {
2447 if (rootpart.PhysActor != null)
2448 { // APID must be implemented in your physics system for this to function.
2449 rootpart.PhysActor.APIDActive = false;
2450 }
2451 }
2452
2453 }
2454
1708 /// <summary> 2455 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2456 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2457 /// </summary>
@@ -1721,7 +2468,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2468 {
1722 pa.PIDHoverHeight = height; 2469 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2470 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2471 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2472 pa.PIDHoverActive = true;
1726 } 2473 }
1727 else 2474 else
@@ -1761,7 +2508,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2508 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2509 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2510 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2511 // give new ID to the new part, letting old keep original
2512 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2513 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2514 newPart.LocalId = m_scene.AllocateLocalId();
2515 newPart.SetParent(this);
2516
1765 AddPart(newPart); 2517 AddPart(newPart);
1766 2518
1767 SetPartAsNonRoot(newPart); 2519 SetPartAsNonRoot(newPart);
@@ -1811,6 +2563,7 @@ namespace OpenSim.Region.Framework.Scenes
1811 2563
1812 #endregion 2564 #endregion
1813 2565
2566
1814 public override void Update() 2567 public override void Update()
1815 { 2568 {
1816 // Check that the group was not deleted before the scheduled update 2569 // Check that the group was not deleted before the scheduled update
@@ -1829,19 +2582,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 // check to see if the physical position or rotation warrant an update. 2582 // check to see if the physical position or rotation warrant an update.
1830 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2583 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1831 { 2584 {
1832 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2585 // rootpart SendScheduledUpdates will check if a update is needed
1833 2586 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1834 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1835 {
1836 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1837 lastPhysGroupPos = AbsolutePosition;
1838 }
1839
1840 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1841 {
1842 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1843 lastPhysGroupRot = GroupRotation;
1844 }
1845 } 2587 }
1846 2588
1847 SceneObjectPart[] parts = m_parts.GetArray(); 2589 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1900,11 +2642,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2642 /// Immediately send a full update for this scene object.
1901 /// </summary> 2643 /// </summary>
1902 public void SendGroupFullUpdate() 2644 public void SendGroupFullUpdate()
1903 { 2645 {
1904 if (IsDeleted) 2646 if (IsDeleted)
1905 return; 2647 return;
1906 2648
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2649// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2650
1909 RootPart.SendFullUpdateToAllClients(); 2651 RootPart.SendFullUpdateToAllClients();
1910 2652
@@ -2060,6 +2802,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2802 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2803 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2804
2805 if (m_rootPart.PhysActor != null)
2806 m_rootPart.PhysActor.Building = true;
2807 if (linkPart.PhysActor != null)
2808 linkPart.PhysActor.Building = true;
2809
2063 // physics flags from group to be applied to linked parts 2810 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2811 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2812 bool grptemporary = IsTemporary;
@@ -2085,12 +2832,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2832 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2833 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2834 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2835 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2836 linkPart.OffsetPosition = axPos;
2090 2837
2091 // Make the linking root SOP's rotation relative to the new root prim 2838 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2839 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2840 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2841 linkPart.RotationOffset = newRot;
2095 2842
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2843 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2871 linkPart.CreateSelected = true;
2125 2872
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2873 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2874 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2875
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2876 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2877 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2881,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2881 }
2135 2882
2136 linkPart.LinkNum = linkNum++; 2883 linkPart.LinkNum = linkNum++;
2884 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2885
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2886 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2887 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2900
2153 // Update the physics flags for the newly added SOP 2901 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2902 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2903 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2904
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2905 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2906 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2918,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2918 objectGroup.IsDeleted = true;
2171 2919
2172 objectGroup.m_parts.Clear(); 2920 objectGroup.m_parts.Clear();
2173 2921
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2922 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2923// objectGroup.m_rootPart = null;
2176 2924
@@ -2184,6 +2932,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2932 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2933 ResetChildPrimPhysicsPositions();
2186 2934
2935 if (m_rootPart.PhysActor != null)
2936 m_rootPart.PhysActor.Building = false;
2937
2187 //HasGroupChanged = true; 2938 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2939 //ScheduleGroupForFullUpdate();
2189 } 2940 }
@@ -2251,7 +3002,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 3002// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3003// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3004// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 3005
3006 if (m_rootPart.PhysActor != null)
3007 m_rootPart.PhysActor.Building = true;
3008
2255 linkPart.ClearUndoState(); 3009 linkPart.ClearUndoState();
2256 3010
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 3011 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3076,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3076
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3077 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3078 // (since delete works by deleting all rows which have a given object id)
3079
3080 // this is as it seems to be in sl now
3081 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3082 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3083
3084 if (m_rootPart.PhysActor != null)
3085 m_rootPart.PhysActor.Building = false;
3086
2325 objectGroup.HasGroupChangedDueToDelink = true; 3087 objectGroup.HasGroupChangedDueToDelink = true;
2326 3088
2327 return objectGroup; 3089 return objectGroup;
@@ -2333,6 +3095,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3095 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3096 public virtual void DetachFromBackup()
2335 { 3097 {
3098 if (m_scene != null)
3099 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3100 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3101 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3102
@@ -2353,7 +3117,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3117 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3118 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3119 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3120 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3121 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3122 part.OffsetPosition = Vector3.Zero;
2358 3123
2359 // Compution our rotation to be not relative to the old parent 3124 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3133,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3133 part.LinkNum = linkNum;
2369 3134
2370 // Compute the new position of this SOP relative to the group position 3135 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3136 part.OffsetPosition = newPos - AbsolutePosition;
2372 3137
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3138 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3139 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3143,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3143 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3144 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3145 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3146 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3147 part.OffsetPosition = pos;
2383 3148
2384 // Compute the SOP's rotation relative to the rotation of the group. 3149 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3150 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3151 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3152 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3153 part.RotationOffset = newRot;
2389 3154
2390 // Since this SOP's state has changed, push those changes into the physics engine 3155 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3156 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3157 // done on caller
3158// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3159 }
2394 3160
2395 /// <summary> 3161 /// <summary>
@@ -2411,10 +3177,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3177 {
2412 if (!m_rootPart.BlockGrab) 3178 if (!m_rootPart.BlockGrab)
2413 { 3179 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3180/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3181 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3182 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3183 */
3184 // empirically convert distance diference to a impulse
3185 Vector3 grabforce = pos - AbsolutePosition;
3186 grabforce = grabforce * (pa.Mass/ 10.0f);
3187 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3188 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3189 }
2420 } 3190 }
@@ -2610,6 +3380,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3380 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3381 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3382 {
3383 HasGroupChanged = true;
3384
2613 SceneObjectPart selectionPart = GetPart(localID); 3385 SceneObjectPart selectionPart = GetPart(localID);
2614 3386
2615 if (SetTemporary && Scene != null) 3387 if (SetTemporary && Scene != null)
@@ -2640,8 +3412,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3412 }
2641 } 3413 }
2642 3414
2643 for (int i = 0; i < parts.Length; i++) 3415 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3416 {
3417 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3418
3419 for (int i = 0; i < parts.Length; i++)
3420 {
3421
3422 if (parts[i].UUID != m_rootPart.UUID)
3423 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3424 }
3425
3426 if (m_rootPart.PhysActor != null)
3427 m_rootPart.PhysActor.Building = false;
3428 }
3429 else
3430 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3431 }
2646 } 3432 }
2647 3433
@@ -2654,6 +3440,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3440 }
2655 } 3441 }
2656 3442
3443
3444
3445 /// <summary>
3446 /// Gets the number of parts
3447 /// </summary>
3448 /// <returns></returns>
3449 public int GetPartCount()
3450 {
3451 return Parts.Count();
3452 }
3453
2657 /// <summary> 3454 /// <summary>
2658 /// Update the texture entry for this part 3455 /// Update the texture entry for this part
2659 /// </summary> 3456 /// </summary>
@@ -2670,11 +3467,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3467
2671 public void AdjustChildPrimPermissions() 3468 public void AdjustChildPrimPermissions()
2672 { 3469 {
3470 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3471 uint foldedPerms = RootPart.OwnerMask & 3;
3472
2673 ForEachPart(part => 3473 ForEachPart(part =>
2674 { 3474 {
3475 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3476 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3477 part.ClonePermissions(RootPart);
2677 }); 3478 });
3479
3480 uint lockMask = ~(uint)PermissionMask.Move;
3481 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3482 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3483 RootPart.ScheduleFullUpdate();
2678 } 3484 }
2679 3485
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3486 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3488,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3488 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3489 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3490
3491 bool god = Scene.Permissions.IsGod(AgentID);
3492
3493 if (field == 1 && god)
3494 {
3495 ForEachPart(part =>
3496 {
3497 part.BaseMask = RootPart.BaseMask;
3498 });
3499 }
3500
2685 AdjustChildPrimPermissions(); 3501 AdjustChildPrimPermissions();
2686 3502
3503 if (field == 1 && god) // Base mask was set. Update all child part inventories
3504 {
3505 foreach (SceneObjectPart part in Parts)
3506 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3507 }
3508
2687 HasGroupChanged = true; 3509 HasGroupChanged = true;
2688 3510
2689 // Send the group's properties to all clients once all parts are updated 3511 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3551,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3551
2730 PhysicsActor pa = m_rootPart.PhysActor; 3552 PhysicsActor pa = m_rootPart.PhysActor;
2731 3553
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3554 if (Scene != null)
2735 { 3555 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3556 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3578,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3578 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3579 if (obPart.UUID != m_rootPart.UUID)
2760 { 3580 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3581 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3582
2764 float f = 1.0f; 3583 float f = 1.0f;
@@ -2870,8 +3689,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3689 z *= a;
2871 } 3690 }
2872 } 3691 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3692 }
2876 } 3693 }
2877 } 3694 }
@@ -2881,9 +3698,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3698 prevScale.Y *= y;
2882 prevScale.Z *= z; 3699 prevScale.Z *= z;
2883 3700
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3701 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3702
2888 for (int i = 0; i < parts.Length; i++) 3703 for (int i = 0; i < parts.Length; i++)
2889 { 3704 {
@@ -2891,8 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3706
2892 if (obPart.UUID != m_rootPart.UUID) 3707 if (obPart.UUID != m_rootPart.UUID)
2893 { 3708 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3709 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3710 currentpos.X *= x;
2898 currentpos.Y *= y; 3711 currentpos.Y *= y;
@@ -2905,16 +3718,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3718
2906 obPart.Resize(newSize); 3719 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3720 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3721 }
2911 3722
2912// obPart.IgnoreUndoUpdate = false; 3723 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3724 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3725 ScheduleGroupForTerseUpdate();
2914 } 3726 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3727 }
2919 3728
2920 #endregion 3729 #endregion
@@ -2927,14 +3736,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3736 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3737 public void UpdateGroupPosition(Vector3 pos)
2929 { 3738 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3740 {
2940 if (IsAttachment) 3741 if (IsAttachment)
@@ -2967,21 +3768,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3768 /// </summary>
2968 /// <param name="pos"></param> 3769 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3770 /// <param name="localID"></param>
3771 ///
3772
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3773 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3774 {
2972 SceneObjectPart part = GetPart(localID); 3775 SceneObjectPart part = GetPart(localID);
2973 3776
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3777 if (part != null)
2979 { 3778 {
2980// m_log.DebugFormat( 3779// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3780 if (m_rootPart.PhysActor != null)
2982 3781 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3782
2986 if (part.UUID == m_rootPart.UUID) 3783 if (part.UUID == m_rootPart.UUID)
2987 { 3784 {
@@ -2992,8 +3789,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3789 part.UpdateOffSet(pos);
2993 } 3790 }
2994 3791
3792 if (m_rootPart.PhysActor != null)
3793 m_rootPart.PhysActor.Building = false;
3794
2995 HasGroupChanged = true; 3795 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3796 }
2998 } 3797 }
2999 3798
@@ -3003,13 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3802 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3803 public void UpdateRootPosition(Vector3 pos)
3005 { 3804 {
3006// m_log.DebugFormat( 3805 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3806 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3807 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3808 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3825,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3825 AbsolutePosition = newPos;
3033 3826
3034 HasGroupChanged = true; 3827 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3828 if (m_rootPart.Undoing)
3829 {
3830 ScheduleGroupForFullUpdate();
3831 }
3832 else
3833 {
3834 ScheduleGroupForTerseUpdate();
3835 }
3036 } 3836 }
3037 3837
3038 #endregion 3838 #endregion
@@ -3045,24 +3845,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3845 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3846 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3847 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3848 m_rootPart.UpdateRotation(rot);
3058 3849
3850/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3851 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3852 if (actor != null)
3061 { 3853 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3854 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3855 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3856 }
3065 3857*/
3066 HasGroupChanged = true; 3858 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3859 ScheduleGroupForTerseUpdate();
3068 } 3860 }
@@ -3074,16 +3866,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3866 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3867 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3868 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3869 m_rootPart.UpdateRotation(rot);
3088 3870
3089 PhysicsActor actor = m_rootPart.PhysActor; 3871 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3884,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3884
3103 HasGroupChanged = true; 3885 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3886 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3887 }
3108 3888
3109 /// <summary> 3889 /// <summary>
@@ -3116,13 +3896,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3896 SceneObjectPart part = GetPart(localID);
3117 3897
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3898 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3899
3122 if (part != null) 3900 if (part != null)
3123 { 3901 {
3124// m_log.DebugFormat( 3902 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3903 m_rootPart.PhysActor.Building = true;
3126 3904
3127 if (part.UUID == m_rootPart.UUID) 3905 if (part.UUID == m_rootPart.UUID)
3128 { 3906 {
@@ -3132,6 +3910,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3910 {
3133 part.UpdateRotation(rot); 3911 part.UpdateRotation(rot);
3134 } 3912 }
3913
3914 if (m_rootPart.PhysActor != null)
3915 m_rootPart.PhysActor.Building = false;
3135 } 3916 }
3136 } 3917 }
3137 3918
@@ -3145,12 +3926,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3926 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3927 if (part != null)
3147 { 3928 {
3148// m_log.DebugFormat( 3929 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3930 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3931
3155 if (part.UUID == m_rootPart.UUID) 3932 if (part.UUID == m_rootPart.UUID)
3156 { 3933 {
@@ -3163,7 +3940,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3940 part.OffsetPosition = pos;
3164 } 3941 }
3165 3942
3166 part.IgnoreUndoUpdate = false; 3943 if (m_rootPart.PhysActor != null)
3944 m_rootPart.PhysActor.Building = false;
3167 } 3945 }
3168 } 3946 }
3169 3947
@@ -3173,15 +3951,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3951 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3952 public void UpdateRootRotation(Quaternion rot)
3175 { 3953 {
3176// m_log.DebugFormat( 3954 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3955 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3956 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3957
3183 m_rootPart.StoreUndoState(); 3958 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3959 m_rootPart.RotationOffset = rot;
3185 3960
3186 PhysicsActor pa = m_rootPart.PhysActor; 3961 PhysicsActor pa = m_rootPart.PhysActor;
3187 3962
@@ -3197,35 +3972,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3972 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3973 if (prim.UUID != m_rootPart.UUID)
3199 { 3974 {
3200 prim.IgnoreUndoUpdate = true; 3975 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3976 NewRot = Quaternion.Inverse(axRot) * NewRot;
3977 prim.RotationOffset = NewRot;
3978
3201 Vector3 axPos = prim.OffsetPosition; 3979 Vector3 axPos = prim.OffsetPosition;
3980
3202 axPos *= oldParentRot; 3981 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3982 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3983 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3984 }
3206 Quaternion newRot = oldParentRot * primsRot; 3985 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3986
3224 m_rootPart.ScheduleTerseUpdate(); 3987 HasGroupChanged = true;
3988 ScheduleGroupForFullUpdate();
3989 }
3225 3990
3226// m_log.DebugFormat( 3991 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3992 {
3228// Name, LocalId, rot); 3993 none = 0,
3994 partterse = 1,
3995 partfull = 2,
3996 groupterse = 3,
3997 groupfull = 4
3998 }
3999
4000 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4001 {
4002 // TODO this still as excessive *.Schedule*Update()s
4003
4004 if (part != null && part.ParentGroup != null)
4005 {
4006 ObjectChangeType change = data.change;
4007 bool togroup = ((change & ObjectChangeType.Group) != 0);
4008 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4009
4010 SceneObjectGroup group = part.ParentGroup;
4011 PhysicsActor pha = group.RootPart.PhysActor;
4012
4013 updatetype updateType = updatetype.none;
4014
4015 if (togroup)
4016 {
4017 // related to group
4018 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4019 {
4020 if ((change & ObjectChangeType.Rotation) != 0)
4021 {
4022 group.RootPart.UpdateRotation(data.rotation);
4023 updateType = updatetype.none;
4024 }
4025 if ((change & ObjectChangeType.Position) != 0)
4026 {
4027 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4028 UpdateGroupPosition(data.position);
4029 updateType = updatetype.groupterse;
4030 }
4031 else
4032 // ugly rotation update of all parts
4033 {
4034 group.ResetChildPrimPhysicsPositions();
4035 }
4036
4037 }
4038 if ((change & ObjectChangeType.Scale) != 0)
4039 {
4040 if (pha != null)
4041 pha.Building = true;
4042
4043 group.GroupResize(data.scale);
4044 updateType = updatetype.none;
4045
4046 if (pha != null)
4047 pha.Building = false;
4048 }
4049 }
4050 else
4051 {
4052 // related to single prim in a link-set ( ie group)
4053 if (pha != null)
4054 pha.Building = true;
4055
4056 // root part is special
4057 // parts offset positions or rotations need to change also
4058
4059 if (part == group.RootPart)
4060 {
4061 if ((change & ObjectChangeType.Rotation) != 0)
4062 group.UpdateRootRotation(data.rotation);
4063 if ((change & ObjectChangeType.Position) != 0)
4064 group.UpdateRootPosition(data.position);
4065 if ((change & ObjectChangeType.Scale) != 0)
4066 part.Resize(data.scale);
4067 }
4068 else
4069 {
4070 if ((change & ObjectChangeType.Position) != 0)
4071 {
4072 part.OffsetPosition = data.position;
4073 updateType = updatetype.partterse;
4074 }
4075 if ((change & ObjectChangeType.Rotation) != 0)
4076 {
4077 part.UpdateRotation(data.rotation);
4078 updateType = updatetype.none;
4079 }
4080 if ((change & ObjectChangeType.Scale) != 0)
4081 {
4082 part.Resize(data.scale);
4083 updateType = updatetype.none;
4084 }
4085 }
4086
4087 if (pha != null)
4088 pha.Building = false;
4089 }
4090
4091 if (updateType != updatetype.none)
4092 {
4093 group.HasGroupChanged = true;
4094
4095 switch (updateType)
4096 {
4097 case updatetype.partterse:
4098 part.ScheduleTerseUpdate();
4099 break;
4100 case updatetype.partfull:
4101 part.ScheduleFullUpdate();
4102 break;
4103 case updatetype.groupterse:
4104 group.ScheduleGroupForTerseUpdate();
4105 break;
4106 case updatetype.groupfull:
4107 group.ScheduleGroupForFullUpdate();
4108 break;
4109 default:
4110 break;
4111 }
4112 }
4113 }
3229 } 4114 }
3230 4115
3231 #endregion 4116 #endregion
@@ -3266,6 +4151,8 @@ namespace OpenSim.Region.Framework.Scenes
3266 waypoint.handle = handle; 4151 waypoint.handle = handle;
3267 lock (m_rotTargets) 4152 lock (m_rotTargets)
3268 { 4153 {
4154 if (m_rotTargets.Count >= 8)
4155 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3269 m_rotTargets.Add(handle, waypoint); 4156 m_rotTargets.Add(handle, waypoint);
3270 } 4157 }
3271 m_scene.AddGroupTarget(this); 4158 m_scene.AddGroupTarget(this);
@@ -3291,6 +4178,8 @@ namespace OpenSim.Region.Framework.Scenes
3291 waypoint.handle = handle; 4178 waypoint.handle = handle;
3292 lock (m_targets) 4179 lock (m_targets)
3293 { 4180 {
4181 if (m_targets.Count >= 8)
4182 m_targets.Remove(m_targets.ElementAt(0).Key);
3294 m_targets.Add(handle, waypoint); 4183 m_targets.Add(handle, waypoint);
3295 } 4184 }
3296 m_scene.AddGroupTarget(this); 4185 m_scene.AddGroupTarget(this);
@@ -3324,10 +4213,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4213 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4214 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4215 {
4216 at_target = true;
4217
3327 // trigger at_target 4218 // trigger at_target
3328 if (m_scriptListens_atTarget) 4219 if (m_scriptListens_atTarget)
3329 { 4220 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4221 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4222 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4223 att.tolerance = target.tolerance;
@@ -3445,11 +4335,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4335 }
3446 } 4336 }
3447 } 4337 }
3448 4338
4339 public Vector3 GetGeometricCenter()
4340 {
4341 // this is not real geometric center but a average of positions relative to root prim acording to
4342 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4343 // ignoring tortured prims details since sl also seems to ignore
4344 // so no real use in doing it on physics
4345
4346 Vector3 gc = Vector3.Zero;
4347
4348 int nparts = m_parts.Count;
4349 if (nparts <= 1)
4350 return gc;
4351
4352 SceneObjectPart[] parts = m_parts.GetArray();
4353 nparts = parts.Length; // just in case it changed
4354 if (nparts <= 1)
4355 return gc;
4356
4357 Quaternion parentRot = RootPart.RotationOffset;
4358 Vector3 pPos;
4359
4360 // average all parts positions
4361 for (int i = 0; i < nparts; i++)
4362 {
4363 // do it directly
4364 // gc += parts[i].GetWorldPosition();
4365 if (parts[i] != RootPart)
4366 {
4367 pPos = parts[i].OffsetPosition;
4368 gc += pPos;
4369 }
4370
4371 }
4372 gc /= nparts;
4373
4374 // relative to root:
4375// gc -= AbsolutePosition;
4376 return gc;
4377 }
4378
3449 public float GetMass() 4379 public float GetMass()
3450 { 4380 {
3451 float retmass = 0f; 4381 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4382 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4383 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4384 retmass += parts[i].GetMass();
@@ -3457,6 +4386,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4386 return retmass;
3458 } 4387 }
3459 4388
4389 // center of mass of full object
4390 public Vector3 GetCenterOfMass()
4391 {
4392 PhysicsActor pa = RootPart.PhysActor;
4393
4394 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4395 {
4396 // physics knows better about center of mass of physical prims
4397 Vector3 tmp = pa.CenterOfMass;
4398 return tmp;
4399 }
4400
4401 Vector3 Ptot = Vector3.Zero;
4402 float totmass = 0f;
4403 float m;
4404
4405 SceneObjectPart[] parts = m_parts.GetArray();
4406 for (int i = 0; i < parts.Length; i++)
4407 {
4408 m = parts[i].GetMass();
4409 Ptot += parts[i].GetPartCenterOfMass() * m;
4410 totmass += m;
4411 }
4412
4413 if (totmass == 0)
4414 totmass = 0;
4415 else
4416 totmass = 1 / totmass;
4417 Ptot *= totmass;
4418
4419 return Ptot;
4420 }
4421
3460 /// <summary> 4422 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4423 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4424 /// the physics engine can use it.
@@ -3636,6 +4598,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4598 FromItemID = uuid;
3637 } 4599 }
3638 4600
4601 public void ResetOwnerChangeFlag()
4602 {
4603 ForEachPart(delegate(SceneObjectPart part)
4604 {
4605 part.ResetOwnerChangeFlag();
4606 });
4607 }
4608
3639 #endregion 4609 #endregion
3640 } 4610 }
3641} 4611}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index cce8b21..7cab841 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -63,7 +63,8 @@ namespace OpenSim.Region.Framework.Scenes
63 TELEPORT = 512, 63 TELEPORT = 512,
64 REGION_RESTART = 1024, 64 REGION_RESTART = 1024,
65 MEDIA = 2048, 65 MEDIA = 2048,
66 ANIMATION = 16384 66 ANIMATION = 16384,
67 POSITION = 32768
67 } 68 }
68 69
69 // I don't really know where to put this except here. 70 // I don't really know where to put this except here.
@@ -122,7 +123,18 @@ namespace OpenSim.Region.Framework.Scenes
122 /// Denote all sides of the prim 123 /// Denote all sides of the prim
123 /// </value> 124 /// </value>
124 public const int ALL_SIDES = -1; 125 public const int ALL_SIDES = -1;
125 126
127 private const scriptEvents PhysicsNeededSubsEvents = (
128 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
129 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
130 );
131 private const scriptEvents PhyscicsPhantonSubsEvents = (
132 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
133 );
134 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
135 scriptEvents.collision_start | scriptEvents.collision_end
136 );
137
126 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 138 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
127 139
128 /// <summary> 140 /// <summary>
@@ -138,7 +150,7 @@ namespace OpenSim.Region.Framework.Scenes
138 /// </remarks> 150 /// </remarks>
139 public bool IsRoot 151 public bool IsRoot
140 { 152 {
141 get { return ParentGroup.RootPart == this; } 153 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
142 } 154 }
143 155
144 /// <summary> 156 /// <summary>
@@ -197,12 +209,25 @@ namespace OpenSim.Region.Framework.Scenes
197 209
198 public double SoundRadius; 210 public double SoundRadius;
199 211
212
200 public uint TimeStampFull; 213 public uint TimeStampFull;
201 214
202 public uint TimeStampLastActivity; // Will be used for AutoReturn 215 public uint TimeStampLastActivity; // Will be used for AutoReturn
203 216
204 public uint TimeStampTerse; 217 public uint TimeStampTerse;
205 218
219 // The following two are to hold the attachment data
220 // while an object is inworld
221 [XmlIgnore]
222 public byte AttachPoint = 0;
223
224 [XmlIgnore]
225 public Vector3 AttachOffset = Vector3.Zero;
226
227 [XmlIgnore]
228 public Quaternion AttachRotation = Quaternion.Identity;
229
230 [XmlIgnore]
206 public int STATUS_ROTATE_X; 231 public int STATUS_ROTATE_X;
207 232
208 public int STATUS_ROTATE_Y; 233 public int STATUS_ROTATE_Y;
@@ -229,8 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
229 254
230 public Vector3 RotationAxis = Vector3.One; 255 public Vector3 RotationAxis = Vector3.One;
231 256
232 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 257 public bool VolumeDetectActive;
233 // Certainly this must be a persistant setting finally
234 258
235 public bool IsWaitingForFirstSpinUpdatePacket; 259 public bool IsWaitingForFirstSpinUpdatePacket;
236 260
@@ -270,10 +294,10 @@ namespace OpenSim.Region.Framework.Scenes
270 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
271 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
272 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
273 private string m_text = String.Empty; 298 private string m_text = String.Empty;
274 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
275 private readonly List<UndoState> m_undo = new List<UndoState>(5); 300 private UndoRedoState m_UndoRedo = null;
276 private readonly List<UndoState> m_redo = new List<UndoState>(5);
277 301
278 private bool m_passTouches = false; 302 private bool m_passTouches = false;
279 private bool m_passCollisions = false; 303 private bool m_passCollisions = false;
@@ -301,14 +325,20 @@ namespace OpenSim.Region.Framework.Scenes
301 protected Vector3 m_lastVelocity; 325 protected Vector3 m_lastVelocity;
302 protected Vector3 m_lastAcceleration; 326 protected Vector3 m_lastAcceleration;
303 protected Vector3 m_lastAngularVelocity; 327 protected Vector3 m_lastAngularVelocity;
304 protected int m_lastTerseSent; 328 protected int m_lastUpdateSentTime;
329 protected float m_buoyancy = 0.0f;
330 protected Vector3 m_force;
331 protected Vector3 m_torque;
305 332
306 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 333 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
307 protected float m_density = 1000.0f; // in kg/m^3 334 protected float m_density = 1000.0f; // in kg/m^3
308 protected float m_gravitymod = 1.0f; 335 protected float m_gravitymod = 1.0f;
309 protected float m_friction = 0.6f; // wood 336 protected float m_friction = 0.6f; // wood
310 protected float m_bounce = 0.5f; // wood 337 protected float m_bounce = 0.5f; // wood
311 338
339
340 protected bool m_isSelected = false;
341
312 /// <summary> 342 /// <summary>
313 /// Stores media texture data 343 /// Stores media texture data
314 /// </summary> 344 /// </summary>
@@ -320,10 +350,25 @@ namespace OpenSim.Region.Framework.Scenes
320 private Vector3 m_cameraAtOffset; 350 private Vector3 m_cameraAtOffset;
321 private bool m_forceMouselook; 351 private bool m_forceMouselook;
322 352
323 // TODO: Collision sound should have default. 353
354 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
355 private sbyte m_collisionSoundType;
324 private UUID m_collisionSound; 356 private UUID m_collisionSound;
325 private float m_collisionSoundVolume; 357 private float m_collisionSoundVolume;
326 358
359 private int LastColSoundSentTime;
360
361
362 private SOPVehicle m_vehicleParams = null;
363
364 private KeyframeMotion m_keyframeMotion = null;
365
366 public KeyframeMotion KeyframeMotion
367 {
368 get; set;
369 }
370
371
327 #endregion Fields 372 #endregion Fields
328 373
329// ~SceneObjectPart() 374// ~SceneObjectPart()
@@ -353,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
353 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 398 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
354 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 399 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
355 m_inventory = new SceneObjectPartInventory(this); 400 m_inventory = new SceneObjectPartInventory(this);
401 LastColSoundSentTime = Util.EnvironmentTickCount();
356 } 402 }
357 403
358 /// <summary> 404 /// <summary>
@@ -367,7 +413,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 413 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) : this() 414 Quaternion rotationOffset, Vector3 offsetPosition) : this()
369 { 415 {
370 m_name = "Primitive"; 416 m_name = "Object";
371 417
372 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 418 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
373 LastOwnerID = CreatorID = OwnerID = ownerID; 419 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -406,7 +452,7 @@ namespace OpenSim.Region.Framework.Scenes
406 private uint _ownerMask = (uint)PermissionMask.All; 452 private uint _ownerMask = (uint)PermissionMask.All;
407 private uint _groupMask = (uint)PermissionMask.None; 453 private uint _groupMask = (uint)PermissionMask.None;
408 private uint _everyoneMask = (uint)PermissionMask.None; 454 private uint _everyoneMask = (uint)PermissionMask.None;
409 private uint _nextOwnerMask = (uint)PermissionMask.All; 455 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
410 private PrimFlags _flags = PrimFlags.None; 456 private PrimFlags _flags = PrimFlags.None;
411 private DateTime m_expires; 457 private DateTime m_expires;
412 private DateTime m_rezzed; 458 private DateTime m_rezzed;
@@ -500,12 +546,16 @@ namespace OpenSim.Region.Framework.Scenes
500 } 546 }
501 547
502 /// <value> 548 /// <value>
503 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 549 /// Get the inventory list
504 /// </value> 550 /// </value>
505 public TaskInventoryDictionary TaskInventory 551 public TaskInventoryDictionary TaskInventory
506 { 552 {
507 get { return m_inventory.Items; } 553 get {
508 set { m_inventory.Items = value; } 554 return m_inventory.Items;
555 }
556 set {
557 m_inventory.Items = value;
558 }
509 } 559 }
510 560
511 /// <summary> 561 /// <summary>
@@ -555,20 +605,6 @@ namespace OpenSim.Region.Framework.Scenes
555 } 605 }
556 } 606 }
557 607
558 public byte Material
559 {
560 get { return (byte) m_material; }
561 set
562 {
563 m_material = (Material)value;
564
565 PhysicsActor pa = PhysActor;
566
567 if (pa != null)
568 pa.SetMaterial((int)value);
569 }
570 }
571
572 [XmlIgnore] 608 [XmlIgnore]
573 public bool PassTouches 609 public bool PassTouches
574 { 610 {
@@ -594,6 +630,18 @@ namespace OpenSim.Region.Framework.Scenes
594 } 630 }
595 } 631 }
596 632
633 public bool IsSelected
634 {
635 get { return m_isSelected; }
636 set
637 {
638 m_isSelected = value;
639 if (ParentGroup != null)
640 ParentGroup.PartSelectChanged(value);
641 }
642 }
643
644
597 public Dictionary<int, string> CollisionFilter 645 public Dictionary<int, string> CollisionFilter
598 { 646 {
599 get { return m_CollisionFilter; } 647 get { return m_CollisionFilter; }
@@ -662,14 +710,12 @@ namespace OpenSim.Region.Framework.Scenes
662 set { m_LoopSoundSlavePrims = value; } 710 set { m_LoopSoundSlavePrims = value; }
663 } 711 }
664 712
665
666 public Byte[] TextureAnimation 713 public Byte[] TextureAnimation
667 { 714 {
668 get { return m_TextureAnimation; } 715 get { return m_TextureAnimation; }
669 set { m_TextureAnimation = value; } 716 set { m_TextureAnimation = value; }
670 } 717 }
671 718
672
673 public Byte[] ParticleSystem 719 public Byte[] ParticleSystem
674 { 720 {
675 get { return m_particleSystem; } 721 get { return m_particleSystem; }
@@ -706,9 +752,12 @@ namespace OpenSim.Region.Framework.Scenes
706 { 752 {
707 // If this is a linkset, we don't want the physics engine mucking up our group position here. 753 // If this is a linkset, we don't want the physics engine mucking up our group position here.
708 PhysicsActor actor = PhysActor; 754 PhysicsActor actor = PhysActor;
709 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 755 if (ParentID == 0)
710 if (actor != null && ParentID == 0) 756 {
711 m_groupPosition = actor.Position; 757 if (actor != null)
758 m_groupPosition = actor.Position;
759 return m_groupPosition;
760 }
712 761
713 // If I'm an attachment, my position is reported as the position of who I'm attached to 762 // If I'm an attachment, my position is reported as the position of who I'm attached to
714 if (ParentGroup.IsAttachment) 763 if (ParentGroup.IsAttachment)
@@ -718,14 +767,16 @@ namespace OpenSim.Region.Framework.Scenes
718 return sp.AbsolutePosition; 767 return sp.AbsolutePosition;
719 } 768 }
720 769
770 // use root prim's group position. Physics may have updated it
771 if (ParentGroup.RootPart != this)
772 m_groupPosition = ParentGroup.RootPart.GroupPosition;
721 return m_groupPosition; 773 return m_groupPosition;
722 } 774 }
723 set 775 set
724 { 776 {
725 m_groupPosition = value; 777 m_groupPosition = value;
726
727 PhysicsActor actor = PhysActor; 778 PhysicsActor actor = PhysActor;
728 if (actor != null) 779 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
729 { 780 {
730 try 781 try
731 { 782 {
@@ -749,16 +800,6 @@ namespace OpenSim.Region.Framework.Scenes
749 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 800 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
750 } 801 }
751 } 802 }
752
753 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
754 if (SitTargetAvatar != UUID.Zero)
755 {
756 ScenePresence avatar;
757 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
758 {
759 avatar.ParentPosition = GetWorldPosition();
760 }
761 }
762 } 803 }
763 } 804 }
764 805
@@ -767,7 +808,7 @@ namespace OpenSim.Region.Framework.Scenes
767 get { return m_offsetPosition; } 808 get { return m_offsetPosition; }
768 set 809 set
769 { 810 {
770// StoreUndoState(); 811 Vector3 oldpos = m_offsetPosition;
771 m_offsetPosition = value; 812 m_offsetPosition = value;
772 813
773 if (ParentGroup != null && !ParentGroup.IsDeleted) 814 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -779,10 +820,25 @@ namespace OpenSim.Region.Framework.Scenes
779 actor.Orientation = GetWorldRotation(); 820 actor.Orientation = GetWorldRotation();
780 821
781 // Tell the physics engines that this prim changed. 822 // Tell the physics engines that this prim changed.
782 if (ParentGroup.Scene != null) 823 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
783 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 824 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
784 } 825 }
826
827 if (!m_parentGroup.m_dupeInProgress)
828 {
829 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
830 foreach (ScenePresence av in avs)
831 {
832 if (av.ParentID == m_localId)
833 {
834 Vector3 offset = (m_offsetPosition - oldpos);
835 av.AbsolutePosition += offset;
836 av.SendAvatarDataToAllAgents();
837 }
838 }
839 }
785 } 840 }
841 TriggerScriptChangedEvent(Changed.POSITION);
786 } 842 }
787 } 843 }
788 844
@@ -833,7 +889,7 @@ namespace OpenSim.Region.Framework.Scenes
833 889
834 set 890 set
835 { 891 {
836 StoreUndoState(); 892// StoreUndoState();
837 m_rotationOffset = value; 893 m_rotationOffset = value;
838 894
839 PhysicsActor actor = PhysActor; 895 PhysicsActor actor = PhysActor;
@@ -921,19 +977,36 @@ namespace OpenSim.Region.Framework.Scenes
921 get 977 get
922 { 978 {
923 PhysicsActor actor = PhysActor; 979 PhysicsActor actor = PhysActor;
924 if ((actor != null) && actor.IsPhysical) 980 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
925 { 981 {
926 m_angularVelocity = actor.RotationalVelocity; 982 m_angularVelocity = actor.RotationalVelocity;
927 } 983 }
928 return m_angularVelocity; 984 return m_angularVelocity;
929 } 985 }
930 set { m_angularVelocity = value; } 986 set
987 {
988 m_angularVelocity = value;
989 PhysicsActor actor = PhysActor;
990 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
991 {
992 actor.RotationalVelocity = m_angularVelocity;
993 }
994 }
931 } 995 }
932 996
933 /// <summary></summary> 997 /// <summary></summary>
934 public Vector3 Acceleration 998 public Vector3 Acceleration
935 { 999 {
936 get { return m_acceleration; } 1000 get
1001 {
1002 PhysicsActor actor = PhysActor;
1003 if (actor != null)
1004 {
1005 m_acceleration = actor.Acceleration;
1006 }
1007 return m_acceleration;
1008 }
1009
937 set { m_acceleration = value; } 1010 set { m_acceleration = value; }
938 } 1011 }
939 1012
@@ -1001,7 +1074,10 @@ namespace OpenSim.Region.Framework.Scenes
1001 public PrimitiveBaseShape Shape 1074 public PrimitiveBaseShape Shape
1002 { 1075 {
1003 get { return m_shape; } 1076 get { return m_shape; }
1004 set { m_shape = value;} 1077 set
1078 {
1079 m_shape = value;
1080 }
1005 } 1081 }
1006 1082
1007 /// <summary> 1083 /// <summary>
@@ -1014,7 +1090,6 @@ namespace OpenSim.Region.Framework.Scenes
1014 { 1090 {
1015 if (m_shape != null) 1091 if (m_shape != null)
1016 { 1092 {
1017 StoreUndoState();
1018 1093
1019 m_shape.Scale = value; 1094 m_shape.Scale = value;
1020 1095
@@ -1082,10 +1157,7 @@ namespace OpenSim.Region.Framework.Scenes
1082 { 1157 {
1083 get 1158 get
1084 { 1159 {
1085 if (ParentGroup.IsAttachment) 1160 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1086 return GroupPosition;
1087
1088 return m_offsetPosition + m_groupPosition;
1089 } 1161 }
1090 } 1162 }
1091 1163
@@ -1263,6 +1335,13 @@ namespace OpenSim.Region.Framework.Scenes
1263 _flags = value; 1335 _flags = value;
1264 } 1336 }
1265 } 1337 }
1338
1339 [XmlIgnore]
1340 public bool IsOccupied // KF If an av is sittingon this prim
1341 {
1342 get { return m_occupied; }
1343 set { m_occupied = value; }
1344 }
1266 1345
1267 /// <summary> 1346 /// <summary>
1268 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1347 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1313,12 +1392,41 @@ namespace OpenSim.Region.Framework.Scenes
1313 set { m_sitAnimation = value; } 1392 set { m_sitAnimation = value; }
1314 } 1393 }
1315 1394
1395 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1396
1397 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1398 // runtime thing.. do not persist
1399 [XmlIgnore]
1400 public sbyte CollisionSoundType
1401 {
1402 get
1403 {
1404 return m_collisionSoundType;
1405 }
1406 set
1407 {
1408 m_collisionSoundType = value;
1409 if (value == -1)
1410 m_collisionSound = invalidCollisionSoundUUID;
1411 else if (value == 0)
1412 m_collisionSound = UUID.Zero;
1413 }
1414 }
1415
1316 public UUID CollisionSound 1416 public UUID CollisionSound
1317 { 1417 {
1318 get { return m_collisionSound; } 1418 get { return m_collisionSound; }
1319 set 1419 set
1320 { 1420 {
1321 m_collisionSound = value; 1421 m_collisionSound = value;
1422
1423 if (value == invalidCollisionSoundUUID)
1424 m_collisionSoundType = -1;
1425 else if (value == UUID.Zero)
1426 m_collisionSoundType = 0;
1427 else
1428 m_collisionSoundType = 1;
1429
1322 aggregateScriptEvents(); 1430 aggregateScriptEvents();
1323 } 1431 }
1324 } 1432 }
@@ -1329,6 +1437,125 @@ namespace OpenSim.Region.Framework.Scenes
1329 set { m_collisionSoundVolume = value; } 1437 set { m_collisionSoundVolume = value; }
1330 } 1438 }
1331 1439
1440 public float Buoyancy
1441 {
1442 get
1443 {
1444 if (ParentGroup.RootPart == this)
1445 return m_buoyancy;
1446
1447 return ParentGroup.RootPart.Buoyancy;
1448 }
1449 set
1450 {
1451 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1452 {
1453 ParentGroup.RootPart.Buoyancy = value;
1454 return;
1455 }
1456 m_buoyancy = value;
1457 if (PhysActor != null)
1458 PhysActor.Buoyancy = value;
1459 }
1460 }
1461
1462 public Vector3 Force
1463 {
1464 get
1465 {
1466 if (ParentGroup.RootPart == this)
1467 return m_force;
1468
1469 return ParentGroup.RootPart.Force;
1470 }
1471
1472 set
1473 {
1474 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1475 {
1476 ParentGroup.RootPart.Force = value;
1477 return;
1478 }
1479 m_force = value;
1480 if (PhysActor != null)
1481 PhysActor.Force = value;
1482 }
1483 }
1484
1485 public Vector3 Torque
1486 {
1487 get
1488 {
1489 if (ParentGroup.RootPart == this)
1490 return m_torque;
1491
1492 return ParentGroup.RootPart.Torque;
1493 }
1494
1495 set
1496 {
1497 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1498 {
1499 ParentGroup.RootPart.Torque = value;
1500 return;
1501 }
1502 m_torque = value;
1503 if (PhysActor != null)
1504 PhysActor.Torque = value;
1505 }
1506 }
1507
1508 public byte Material
1509 {
1510 get { return (byte)m_material; }
1511 set
1512 {
1513 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1514 {
1515 bool update = false;
1516
1517 if (m_material != (Material)value)
1518 {
1519 update = true;
1520 m_material = (Material)value;
1521 }
1522
1523 if (m_friction != SOPMaterialData.friction(m_material))
1524 {
1525 update = true;
1526 m_friction = SOPMaterialData.friction(m_material);
1527 }
1528
1529 if (m_bounce != SOPMaterialData.bounce(m_material))
1530 {
1531 update = true;
1532 m_bounce = SOPMaterialData.bounce(m_material);
1533 }
1534
1535 if (update)
1536 {
1537 if (PhysActor != null)
1538 {
1539 PhysActor.SetMaterial((int)value);
1540 }
1541 if(ParentGroup != null)
1542 ParentGroup.HasGroupChanged = true;
1543 ScheduleFullUpdateIfNone();
1544 UpdatePhysRequired = true;
1545 }
1546 }
1547 }
1548 }
1549
1550 // not a propriety to move to methods place later
1551 private bool HasMesh()
1552 {
1553 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1554 return true;
1555 return false;
1556 }
1557
1558 // not a propriety to move to methods place later
1332 public byte DefaultPhysicsShapeType() 1559 public byte DefaultPhysicsShapeType()
1333 { 1560 {
1334 byte type; 1561 byte type;
@@ -1341,6 +1568,65 @@ namespace OpenSim.Region.Framework.Scenes
1341 return type; 1568 return type;
1342 } 1569 }
1343 1570
1571 [XmlIgnore]
1572 public bool UsesComplexCost
1573 {
1574 get
1575 {
1576 byte pst = PhysicsShapeType;
1577 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1578 return true;
1579 return false;
1580 }
1581 }
1582
1583 [XmlIgnore]
1584 public float PhysicsCost
1585 {
1586 get
1587 {
1588 if(PhysicsShapeType == (byte)PhysShapeType.none)
1589 return 0;
1590
1591 float cost = 0.1f;
1592 if (PhysActor != null)
1593 cost = PhysActor.PhysicsCost;
1594 else
1595 cost = 0.1f;
1596
1597 if ((Flags & PrimFlags.Physics) != 0)
1598 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1599 return cost;
1600 }
1601 }
1602
1603 [XmlIgnore]
1604 public float StreamingCost
1605 {
1606 get
1607 {
1608 float cost;
1609 if (PhysActor != null)
1610 cost = PhysActor.StreamCost;
1611 else
1612 cost = 1.0f;
1613 return 1.0f;
1614 }
1615 }
1616
1617 [XmlIgnore]
1618 public float SimulationCost
1619 {
1620 get
1621 {
1622 // ignoring scripts. Don't like considering them for this
1623 if((Flags & PrimFlags.Physics) != 0)
1624 return 1.0f;
1625
1626 return 0.5f;
1627 }
1628 }
1629
1344 public byte PhysicsShapeType 1630 public byte PhysicsShapeType
1345 { 1631 {
1346 get { return m_physicsShapeType; } 1632 get { return m_physicsShapeType; }
@@ -1374,11 +1660,14 @@ namespace OpenSim.Region.Framework.Scenes
1374 } 1660 }
1375 else if (PhysActor == null) 1661 else if (PhysActor == null)
1376 { 1662 {
1377 ApplyPhysics((uint)Flags, VolumeDetectActive); 1663 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1664 UpdatePhysicsSubscribedEvents();
1378 } 1665 }
1379 else 1666 else
1380 { 1667 {
1381 PhysActor.PhysicsShapeType = m_physicsShapeType; 1668 PhysActor.PhysicsShapeType = m_physicsShapeType;
1669// if (Shape.SculptEntry)
1670// CheckSculptAndLoad();
1382 } 1671 }
1383 1672
1384 if (ParentGroup != null) 1673 if (ParentGroup != null)
@@ -1480,6 +1769,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 } 1769 }
1481 } 1770 }
1482 1771
1772
1483 #endregion Public Properties with only Get 1773 #endregion Public Properties with only Get
1484 1774
1485 private uint ApplyMask(uint val, bool set, uint mask) 1775 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1625,6 +1915,61 @@ namespace OpenSim.Region.Framework.Scenes
1625 } 1915 }
1626 } 1916 }
1627 1917
1918 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1919 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1920 {
1921 if (ParentGroup == null || ParentGroup.IsDeleted)
1922 return;
1923
1924 if (ParentGroup.IsAttachment)
1925 return; // don't work on attachments (for now ??)
1926
1927 SceneObjectPart root = ParentGroup.RootPart;
1928
1929 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1930 return;
1931
1932 PhysicsActor pa = root.PhysActor;
1933
1934 if (pa == null || !pa.IsPhysical)
1935 return;
1936
1937 if (localGlobalTF)
1938 {
1939 pVel = pVel * GetWorldRotation();
1940 }
1941
1942 ParentGroup.Velocity = pVel;
1943 }
1944
1945 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1946 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1947 {
1948 if (ParentGroup == null || ParentGroup.IsDeleted)
1949 return;
1950
1951 if (ParentGroup.IsAttachment)
1952 return; // don't work on attachments (for now ??)
1953
1954 SceneObjectPart root = ParentGroup.RootPart;
1955
1956 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1957 return;
1958
1959 PhysicsActor pa = root.PhysActor;
1960
1961 if (pa == null || !pa.IsPhysical)
1962 return;
1963
1964 if (localGlobalTF)
1965 {
1966 pAngVel = pAngVel * GetWorldRotation();
1967 }
1968
1969 root.AngularVelocity = pAngVel;
1970 }
1971
1972
1628 /// <summary> 1973 /// <summary>
1629 /// hook to the physics scene to apply angular impulse 1974 /// hook to the physics scene to apply angular impulse
1630 /// This is sent up to the group, which then finds the root prim 1975 /// This is sent up to the group, which then finds the root prim
@@ -1645,7 +1990,7 @@ namespace OpenSim.Region.Framework.Scenes
1645 impulse = newimpulse; 1990 impulse = newimpulse;
1646 } 1991 }
1647 1992
1648 ParentGroup.applyAngularImpulse(impulse); 1993 ParentGroup.ApplyAngularImpulse(impulse);
1649 } 1994 }
1650 1995
1651 /// <summary> 1996 /// <summary>
@@ -1655,20 +2000,24 @@ namespace OpenSim.Region.Framework.Scenes
1655 /// </summary> 2000 /// </summary>
1656 /// <param name="impulsei">Vector force</param> 2001 /// <param name="impulsei">Vector force</param>
1657 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2002 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1658 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2003
2004 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2005 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1659 { 2006 {
1660 Vector3 impulse = impulsei; 2007 Vector3 torque = torquei;
1661 2008
1662 if (localGlobalTF) 2009 if (localGlobalTF)
1663 { 2010 {
2011/*
1664 Quaternion grot = GetWorldRotation(); 2012 Quaternion grot = GetWorldRotation();
1665 Quaternion AXgrot = grot; 2013 Quaternion AXgrot = grot;
1666 Vector3 AXimpulsei = impulsei; 2014 Vector3 AXimpulsei = impulsei;
1667 Vector3 newimpulse = AXimpulsei * AXgrot; 2015 Vector3 newimpulse = AXimpulsei * AXgrot;
1668 impulse = newimpulse; 2016 */
2017 torque *= GetWorldRotation();
1669 } 2018 }
1670 2019
1671 ParentGroup.setAngularImpulse(impulse); 2020 Torque = torque;
1672 } 2021 }
1673 2022
1674 /// <summary> 2023 /// <summary>
@@ -1676,7 +2025,9 @@ namespace OpenSim.Region.Framework.Scenes
1676 /// </summary> 2025 /// </summary>
1677 /// <param name="rootObjectFlags"></param> 2026 /// <param name="rootObjectFlags"></param>
1678 /// <param name="VolumeDetectActive"></param> 2027 /// <param name="VolumeDetectActive"></param>
1679 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2028 /// <param name="building"></param>
2029
2030 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1680 { 2031 {
1681 VolumeDetectActive = _VolumeDetectActive; 2032 VolumeDetectActive = _VolumeDetectActive;
1682 2033
@@ -1686,8 +2037,8 @@ namespace OpenSim.Region.Framework.Scenes
1686 if (PhysicsShapeType == (byte)PhysShapeType.none) 2037 if (PhysicsShapeType == (byte)PhysShapeType.none)
1687 return; 2038 return;
1688 2039
1689 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2040 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1690 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2041 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1691 2042
1692 if (_VolumeDetectActive) 2043 if (_VolumeDetectActive)
1693 isPhantom = true; 2044 isPhantom = true;
@@ -1701,7 +2052,8 @@ namespace OpenSim.Region.Framework.Scenes
1701 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2052 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1702 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2053 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1703 { 2054 {
1704 AddToPhysics(isPhysical, isPhantom, isPhysical); 2055 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2056 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1705 } 2057 }
1706 else 2058 else
1707 PhysActor = null; // just to be sure 2059 PhysActor = null; // just to be sure
@@ -1756,6 +2108,12 @@ namespace OpenSim.Region.Framework.Scenes
1756 dupe.Category = Category; 2108 dupe.Category = Category;
1757 dupe.m_rezzed = m_rezzed; 2109 dupe.m_rezzed = m_rezzed;
1758 2110
2111 dupe.m_UndoRedo = null;
2112 dupe.m_isSelected = false;
2113
2114 dupe.IgnoreUndoUpdate = false;
2115 dupe.Undoing = false;
2116
1759 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2117 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1760 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2118 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1761 2119
@@ -1771,6 +2129,7 @@ namespace OpenSim.Region.Framework.Scenes
1771 2129
1772 // Move afterwards ResetIDs as it clears the localID 2130 // Move afterwards ResetIDs as it clears the localID
1773 dupe.LocalId = localID; 2131 dupe.LocalId = localID;
2132
1774 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2133 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1775 dupe.LastOwnerID = OwnerID; 2134 dupe.LastOwnerID = OwnerID;
1776 2135
@@ -1778,6 +2137,9 @@ namespace OpenSim.Region.Framework.Scenes
1778 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2137 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1779 dupe.Shape.ExtraParams = extraP; 2138 dupe.Shape.ExtraParams = extraP;
1780 2139
2140 // safeguard actual copy is done in sog.copy
2141 dupe.KeyframeMotion = null;
2142
1781 dupe.DynAttrs.CopyFrom(DynAttrs); 2143 dupe.DynAttrs.CopyFrom(DynAttrs);
1782 2144
1783 if (userExposed) 2145 if (userExposed)
@@ -1791,8 +2153,12 @@ namespace OpenSim.Region.Framework.Scenes
1791*/ 2153*/
1792 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2154 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1793 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2155 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2156// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1794 } 2157 }
1795 2158
2159 if (dupe.PhysActor != null)
2160 dupe.PhysActor.LocalID = localID;
2161
1796 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2162 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1797 2163
1798// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2164// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1811,10 +2177,10 @@ namespace OpenSim.Region.Framework.Scenes
1811 { 2177 {
1812 if (asset != null) 2178 if (asset != null)
1813 SculptTextureCallback(asset); 2179 SculptTextureCallback(asset);
1814 else 2180// else
1815 m_log.WarnFormat( 2181// m_log.WarnFormat(
1816 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2182// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1817 Name, UUID, id); 2183// Name, UUID, id);
1818 } 2184 }
1819*/ 2185*/
1820 /// <summary> 2186 /// <summary>
@@ -1913,6 +2279,7 @@ namespace OpenSim.Region.Framework.Scenes
1913 2279
1914 /// <summary> 2280 /// <summary>
1915 /// Do a physics propery update for this part. 2281 /// Do a physics propery update for this part.
2282 /// now also updates phantom and volume detector
1916 /// </summary> 2283 /// </summary>
1917 /// <param name="UsePhysics"></param> 2284 /// <param name="UsePhysics"></param>
1918 /// <param name="isNew"></param> 2285 /// <param name="isNew"></param>
@@ -1938,61 +2305,69 @@ namespace OpenSim.Region.Framework.Scenes
1938 { 2305 {
1939 if (pa.IsPhysical) // implies UsePhysics==false for this block 2306 if (pa.IsPhysical) // implies UsePhysics==false for this block
1940 { 2307 {
1941 if (!isNew) 2308 if (!isNew) // implies UsePhysics==false for this block
2309 {
1942 ParentGroup.Scene.RemovePhysicalPrim(1); 2310 ParentGroup.Scene.RemovePhysicalPrim(1);
1943 2311
1944 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2312 Velocity = new Vector3(0, 0, 0);
1945 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2313 Acceleration = new Vector3(0, 0, 0);
1946 pa.delink(); 2314 if (ParentGroup.RootPart == this)
2315 AngularVelocity = new Vector3(0, 0, 0);
1947 2316
1948 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2317 if (pa.Phantom && !VolumeDetectActive)
1949 { 2318 {
1950 // destroy all joints connected to this now deactivated body 2319 RemoveFromPhysics();
1951 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2320 return;
1952 } 2321 }
1953 2322
1954 // stop client-side interpolation of all joint proxy objects that have just been deleted 2323 pa.IsPhysical = UsePhysics;
1955 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2324 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1956 // which stops client-side interpolation of deactivated joint proxy objects. 2325 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2326 pa.delink();
2327 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2328 {
2329 // destroy all joints connected to this now deactivated body
2330 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2331 }
2332 }
1957 } 2333 }
1958 2334
1959 if (!UsePhysics && !isNew) 2335 if (pa.IsPhysical != UsePhysics)
1960 { 2336 pa.IsPhysical = UsePhysics;
1961 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1962 // prim still has velocity and continues to interpolate its position along the old
1963 // velocity-vector.
1964 Velocity = new Vector3(0, 0, 0);
1965 Acceleration = new Vector3(0, 0, 0);
1966 AngularVelocity = new Vector3(0, 0, 0);
1967 //RotationalVelocity = new Vector3(0, 0, 0);
1968 }
1969 2337
1970 pa.IsPhysical = UsePhysics; 2338 if (UsePhysics)
2339 {
2340 if (ParentGroup.RootPart.KeyframeMotion != null)
2341 ParentGroup.RootPart.KeyframeMotion.Stop();
2342 ParentGroup.RootPart.KeyframeMotion = null;
2343 ParentGroup.Scene.AddPhysicalPrim(1);
1971 2344
1972 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2345 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1973 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2346 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1974 /// that's not wholesome. Had to make Scene public
1975 //PhysActor = null;
1976 2347
1977 if ((Flags & PrimFlags.Phantom) == 0) 2348 if (ParentID != 0 && ParentID != LocalId)
1978 {
1979 if (UsePhysics)
1980 { 2349 {
1981 ParentGroup.Scene.AddPhysicalPrim(1); 2350 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1982 2351
1983 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2352 if (parentPa != null)
1984 pa.OnOutOfBounds += PhysicsOutOfBounds;
1985 if (ParentID != 0 && ParentID != LocalId)
1986 { 2353 {
1987 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2354 pa.link(parentPa);
1988
1989 if (parentPa != null)
1990 {
1991 pa.link(parentPa);
1992 }
1993 } 2355 }
1994 } 2356 }
1995 } 2357 }
2358 }
2359
2360 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2361 if (pa.Phantom != phan)
2362 pa.Phantom = phan;
2363
2364// some engines dont' have this check still
2365// if (VolumeDetectActive != pa.IsVolumeDtc)
2366 {
2367 if (VolumeDetectActive)
2368 pa.SetVolumeDetect(1);
2369 else
2370 pa.SetVolumeDetect(0);
1996 } 2371 }
1997 2372
1998 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2373 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2111,42 +2486,63 @@ namespace OpenSim.Region.Framework.Scenes
2111 2486
2112 public Vector3 GetGeometricCenter() 2487 public Vector3 GetGeometricCenter()
2113 { 2488 {
2489 // this is not real geometric center but a average of positions relative to root prim acording to
2490 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2491 // ignoring tortured prims details since sl also seems to ignore
2492 // so no real use in doing it on physics
2493 if (ParentGroup.IsDeleted)
2494 return new Vector3(0, 0, 0);
2495
2496 return ParentGroup.GetGeometricCenter();
2497 }
2498
2499 public float GetMass()
2500 {
2114 PhysicsActor pa = PhysActor; 2501 PhysicsActor pa = PhysActor;
2115 2502
2116 if (pa != null) 2503 if (pa != null)
2117 return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); 2504 return pa.Mass;
2118 else 2505 else
2119 return new Vector3(0, 0, 0); 2506 return 0;
2120 } 2507 }
2121 2508
2122 public Vector3 GetCenterOfMass() 2509 public Vector3 GetCenterOfMass()
2123 { 2510 {
2511 if (ParentGroup.RootPart == this)
2512 {
2513 if (ParentGroup.IsDeleted)
2514 return AbsolutePosition;
2515 return ParentGroup.GetCenterOfMass();
2516 }
2517
2124 PhysicsActor pa = PhysActor; 2518 PhysicsActor pa = PhysActor;
2125 2519
2126 if (pa != null) 2520 if (pa != null)
2127 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2521 {
2522 Vector3 tmp = pa.CenterOfMass;
2523 return tmp;
2524 }
2128 else 2525 else
2129 return new Vector3(0, 0, 0); 2526 return AbsolutePosition;
2130 } 2527 }
2131 2528
2132 public float GetMass() 2529 public Vector3 GetPartCenterOfMass()
2133 { 2530 {
2134 PhysicsActor pa = PhysActor; 2531 PhysicsActor pa = PhysActor;
2135 2532
2136 if (pa != null) 2533 if (pa != null)
2137 return pa.Mass; 2534 {
2535 Vector3 tmp = pa.CenterOfMass;
2536 return tmp;
2537 }
2138 else 2538 else
2139 return 0; 2539 return AbsolutePosition;
2140 } 2540 }
2141 2541
2542
2142 public Vector3 GetForce() 2543 public Vector3 GetForce()
2143 { 2544 {
2144 PhysicsActor pa = PhysActor; 2545 return Force;
2145
2146 if (pa != null)
2147 return pa.Force;
2148 else
2149 return Vector3.Zero;
2150 } 2546 }
2151 2547
2152 /// <summary> 2548 /// <summary>
@@ -2361,15 +2757,25 @@ namespace OpenSim.Region.Framework.Scenes
2361 2757
2362 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2758 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2363 { 2759 {
2364 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2760 bool sendToRoot = true;
2365 {
2366 ColliderArgs LandCollidingMessage = new ColliderArgs();
2367 List<DetectedObject> colliding = new List<DetectedObject>();
2368
2369 colliding.Add(CreateDetObjectForGround());
2370 LandCollidingMessage.Colliders = colliding;
2371 2761
2762 ColliderArgs LandCollidingMessage = new ColliderArgs();
2763 List<DetectedObject> colliding = new List<DetectedObject>();
2764
2765 colliding.Add(CreateDetObjectForGround());
2766 LandCollidingMessage.Colliders = colliding;
2767
2768 if (Inventory.ContainsScripts())
2769 {
2770 if (!PassCollisions)
2771 sendToRoot = false;
2772 }
2773 if ((ScriptEvents & ev) != 0)
2372 notify(LocalId, LandCollidingMessage); 2774 notify(LocalId, LandCollidingMessage);
2775
2776 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2777 {
2778 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2373 } 2779 }
2374 } 2780 }
2375 2781
@@ -2385,57 +2791,120 @@ namespace OpenSim.Region.Framework.Scenes
2385 List<uint> endedColliders = new List<uint>(); 2791 List<uint> endedColliders = new List<uint>();
2386 List<uint> startedColliders = new List<uint>(); 2792 List<uint> startedColliders = new List<uint>();
2387 2793
2388 // calculate things that started colliding this time 2794 if (collissionswith.Count == 0)
2389 // and build up list of colliders this time
2390 foreach (uint localid in collissionswith.Keys)
2391 { 2795 {
2392 thisHitColliders.Add(localid); 2796 if (m_lastColliders.Count == 0)
2393 if (!m_lastColliders.Contains(localid)) 2797 return; // nothing to do
2394 startedColliders.Add(localid);
2395 }
2396 2798
2397 // calculate things that ended colliding 2799 foreach (uint localID in m_lastColliders)
2398 foreach (uint localID in m_lastColliders) 2800 {
2399 {
2400 if (!thisHitColliders.Contains(localID))
2401 endedColliders.Add(localID); 2801 endedColliders.Add(localID);
2802 }
2803 m_lastColliders.Clear();
2402 } 2804 }
2403 2805
2404 //add the items that started colliding this time to the last colliders list. 2806 else
2405 foreach (uint localID in startedColliders) 2807 {
2406 m_lastColliders.Add(localID); 2808 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2809
2810 // calculate things that started colliding this time
2811 // and build up list of colliders this time
2812 if (!VolumeDetectActive && CollisionSoundType >= 0)
2813 {
2814 CollisionForSoundInfo soundinfo;
2815 ContactPoint curcontact;
2407 2816
2408 // remove things that ended colliding from the last colliders list 2817 foreach (uint id in collissionswith.Keys)
2409 foreach (uint localID in endedColliders) 2818 {
2410 m_lastColliders.Remove(localID); 2819 thisHitColliders.Add(id);
2820 if (!m_lastColliders.Contains(id))
2821 {
2822 startedColliders.Add(id);
2411 2823
2412 // play the sound. 2824 curcontact = collissionswith[id];
2413 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2825 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2414 { 2826 {
2415 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2827 soundinfo = new CollisionForSoundInfo();
2416 if (soundModule != null) 2828 soundinfo.colliderID = id;
2829 soundinfo.position = curcontact.Position;
2830 soundinfo.relativeVel = curcontact.RelativeSpeed;
2831 soundinfolist.Add(soundinfo);
2832 }
2833 }
2834 }
2835 }
2836 else
2837 {
2838 foreach (uint id in collissionswith.Keys)
2839 {
2840 thisHitColliders.Add(id);
2841 if (!m_lastColliders.Contains(id))
2842 startedColliders.Add(id);
2843 }
2844 }
2845
2846 // calculate things that ended colliding
2847 foreach (uint localID in m_lastColliders)
2417 { 2848 {
2418 soundModule.SendSound(UUID, CollisionSound, 2849 if (!thisHitColliders.Contains(localID))
2419 CollisionSoundVolume, true, (byte)0, 0, false, 2850 endedColliders.Add(localID);
2420 false);
2421 } 2851 }
2852
2853 //add the items that started colliding this time to the last colliders list.
2854 foreach (uint localID in startedColliders)
2855 m_lastColliders.Add(localID);
2856
2857 // remove things that ended colliding from the last colliders list
2858 foreach (uint localID in endedColliders)
2859 m_lastColliders.Remove(localID);
2860
2861 // play sounds.
2862 if (soundinfolist.Count > 0)
2863 CollisionSounds.PartCollisionSound(this, soundinfolist);
2422 } 2864 }
2423 2865
2424 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2866 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2425 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2867 if (!VolumeDetectActive)
2868 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2426 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2869 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2427 2870
2428 if (startedColliders.Contains(0)) 2871 if (startedColliders.Contains(0))
2429 { 2872 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2430 if (m_lastColliders.Contains(0)) 2873 if (m_lastColliders.Contains(0))
2431 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2874 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2432 else
2433 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2434 }
2435 if (endedColliders.Contains(0)) 2875 if (endedColliders.Contains(0))
2436 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2876 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2437 } 2877 }
2438 2878
2879 // The Collision sounds code calls this
2880 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2881 {
2882 if (soundID == UUID.Zero)
2883 return;
2884
2885 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2886 if (soundModule == null)
2887 return;
2888
2889 if (volume > 1)
2890 volume = 1;
2891 if (volume < 0)
2892 volume = 0;
2893
2894 int now = Util.EnvironmentTickCount();
2895 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2896 return;
2897
2898 LastColSoundSentTime = now;
2899
2900 UUID ownerID = OwnerID;
2901 UUID objectID = ParentGroup.RootPart.UUID;
2902 UUID parentID = ParentGroup.UUID;
2903 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2904
2905 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2906 }
2907
2439 public void PhysicsOutOfBounds(Vector3 pos) 2908 public void PhysicsOutOfBounds(Vector3 pos)
2440 { 2909 {
2441 // Note: This is only being called on the root prim at this time. 2910 // Note: This is only being called on the root prim at this time.
@@ -2457,9 +2926,9 @@ namespace OpenSim.Region.Framework.Scenes
2457 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2926 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2458 2927
2459 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2928 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2460 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2929 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2461 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2930 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2462 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2931 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2463 { 2932 {
2464 ParentGroup.AbsolutePosition = newpos; 2933 ParentGroup.AbsolutePosition = newpos;
2465 return; 2934 return;
@@ -2744,6 +3213,14 @@ namespace OpenSim.Region.Framework.Scenes
2744 if (ParentGroup == null) 3213 if (ParentGroup == null)
2745 return; 3214 return;
2746 3215
3216 // Update the "last" values
3217 m_lastPosition = OffsetPosition;
3218 m_lastRotation = RotationOffset;
3219 m_lastVelocity = Velocity;
3220 m_lastAcceleration = Acceleration;
3221 m_lastAngularVelocity = AngularVelocity;
3222 m_lastUpdateSentTime = Environment.TickCount;
3223
2747 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3224 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2748 { 3225 {
2749 SendFullUpdate(avatar.ControllingClient); 3226 SendFullUpdate(avatar.ControllingClient);
@@ -2802,8 +3279,8 @@ namespace OpenSim.Region.Framework.Scenes
2802 { 3279 {
2803 const float ROTATION_TOLERANCE = 0.01f; 3280 const float ROTATION_TOLERANCE = 0.01f;
2804 const float VELOCITY_TOLERANCE = 0.001f; 3281 const float VELOCITY_TOLERANCE = 0.001f;
2805 const float POSITION_TOLERANCE = 0.05f; 3282 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2806 const int TIME_MS_TOLERANCE = 3000; 3283 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2807 3284
2808 switch (UpdateFlag) 3285 switch (UpdateFlag)
2809 { 3286 {
@@ -2817,17 +3294,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3294 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2818 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3295 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2819 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3296 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2820 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3297 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2821 { 3298 {
2822 SendTerseUpdateToAllClients(); 3299 SendTerseUpdateToAllClients();
2823 3300
2824 // Update the "last" values
2825 m_lastPosition = OffsetPosition;
2826 m_lastRotation = RotationOffset;
2827 m_lastVelocity = Velocity;
2828 m_lastAcceleration = Acceleration;
2829 m_lastAngularVelocity = AngularVelocity;
2830 m_lastTerseSent = Environment.TickCount;
2831 } 3301 }
2832 break; 3302 break;
2833 } 3303 }
@@ -2845,6 +3315,17 @@ namespace OpenSim.Region.Framework.Scenes
2845 /// </summary> 3315 /// </summary>
2846 public void SendTerseUpdateToAllClients() 3316 public void SendTerseUpdateToAllClients()
2847 { 3317 {
3318 if (ParentGroup == null || ParentGroup.Scene == null)
3319 return;
3320
3321 // Update the "last" values
3322 m_lastPosition = OffsetPosition;
3323 m_lastRotation = RotationOffset;
3324 m_lastVelocity = Velocity;
3325 m_lastAcceleration = Acceleration;
3326 m_lastAngularVelocity = AngularVelocity;
3327 m_lastUpdateSentTime = Environment.TickCount;
3328
2848 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3329 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2849 { 3330 {
2850 SendTerseUpdateToClient(client); 3331 SendTerseUpdateToClient(client);
@@ -2868,10 +3349,13 @@ namespace OpenSim.Region.Framework.Scenes
2868 3349
2869 public void SetBuoyancy(float fvalue) 3350 public void SetBuoyancy(float fvalue)
2870 { 3351 {
2871 PhysicsActor pa = PhysActor; 3352 Buoyancy = fvalue;
2872 3353/*
2873 if (pa != null) 3354 if (PhysActor != null)
2874 pa.Buoyancy = fvalue; 3355 {
3356 PhysActor.Buoyancy = fvalue;
3357 }
3358 */
2875 } 3359 }
2876 3360
2877 public void SetDieAtEdge(bool p) 3361 public void SetDieAtEdge(bool p)
@@ -2887,47 +3371,111 @@ namespace OpenSim.Region.Framework.Scenes
2887 PhysicsActor pa = PhysActor; 3371 PhysicsActor pa = PhysActor;
2888 3372
2889 if (pa != null) 3373 if (pa != null)
2890 pa.FloatOnWater = floatYN == 1; 3374 pa.FloatOnWater = (floatYN == 1);
2891 } 3375 }
2892 3376
2893 public void SetForce(Vector3 force) 3377 public void SetForce(Vector3 force)
2894 { 3378 {
2895 PhysicsActor pa = PhysActor; 3379 Force = force;
3380 }
2896 3381
2897 if (pa != null) 3382 public SOPVehicle VehicleParams
2898 pa.Force = force; 3383 {
3384 get
3385 {
3386 return m_vehicleParams;
3387 }
3388 set
3389 {
3390 m_vehicleParams = value;
3391 }
3392 }
3393
3394
3395 public int VehicleType
3396 {
3397 get
3398 {
3399 if (m_vehicleParams == null)
3400 return (int)Vehicle.TYPE_NONE;
3401 else
3402 return (int)m_vehicleParams.Type;
3403 }
3404 set
3405 {
3406 SetVehicleType(value);
3407 }
2899 } 3408 }
2900 3409
2901 public void SetVehicleType(int type) 3410 public void SetVehicleType(int type)
2902 { 3411 {
2903 PhysicsActor pa = PhysActor; 3412 m_vehicleParams = null;
3413
3414 if (type == (int)Vehicle.TYPE_NONE)
3415 {
3416 if (_parentID ==0 && PhysActor != null)
3417 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3418 return;
3419 }
3420 m_vehicleParams = new SOPVehicle();
3421 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3422 {
3423 if (_parentID ==0 && PhysActor != null)
3424 PhysActor.VehicleType = type;
3425 return;
3426 }
3427 }
2904 3428
2905 if (pa != null) 3429 public void SetVehicleFlags(int param, bool remove)
2906 pa.VehicleType = type; 3430 {
3431 if (m_vehicleParams == null)
3432 return;
3433
3434 m_vehicleParams.ProcessVehicleFlags(param, remove);
3435
3436 if (_parentID ==0 && PhysActor != null)
3437 {
3438 PhysActor.VehicleFlags(param, remove);
3439 }
2907 } 3440 }
2908 3441
2909 public void SetVehicleFloatParam(int param, float value) 3442 public void SetVehicleFloatParam(int param, float value)
2910 { 3443 {
2911 PhysicsActor pa = PhysActor; 3444 if (m_vehicleParams == null)
3445 return;
2912 3446
2913 if (pa != null) 3447 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2914 pa.VehicleFloatParam(param, value); 3448
3449 if (_parentID == 0 && PhysActor != null)
3450 {
3451 PhysActor.VehicleFloatParam(param, value);
3452 }
2915 } 3453 }
2916 3454
2917 public void SetVehicleVectorParam(int param, Vector3 value) 3455 public void SetVehicleVectorParam(int param, Vector3 value)
2918 { 3456 {
2919 PhysicsActor pa = PhysActor; 3457 if (m_vehicleParams == null)
3458 return;
2920 3459
2921 if (pa != null) 3460 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2922 pa.VehicleVectorParam(param, value); 3461
3462 if (_parentID == 0 && PhysActor != null)
3463 {
3464 PhysActor.VehicleVectorParam(param, value);
3465 }
2923 } 3466 }
2924 3467
2925 public void SetVehicleRotationParam(int param, Quaternion rotation) 3468 public void SetVehicleRotationParam(int param, Quaternion rotation)
2926 { 3469 {
2927 PhysicsActor pa = PhysActor; 3470 if (m_vehicleParams == null)
3471 return;
2928 3472
2929 if (pa != null) 3473 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2930 pa.VehicleRotationParam(param, rotation); 3474
3475 if (_parentID == 0 && PhysActor != null)
3476 {
3477 PhysActor.VehicleRotationParam(param, rotation);
3478 }
2931 } 3479 }
2932 3480
2933 /// <summary> 3481 /// <summary>
@@ -3128,14 +3676,6 @@ namespace OpenSim.Region.Framework.Scenes
3128 hasProfileCut = hasDimple; // is it the same thing? 3676 hasProfileCut = hasDimple; // is it the same thing?
3129 } 3677 }
3130 3678
3131 public void SetVehicleFlags(int param, bool remove)
3132 {
3133 PhysicsActor pa = PhysActor;
3134
3135 if (pa != null)
3136 pa.VehicleFlags(param, remove);
3137 }
3138
3139 public void SetGroup(UUID groupID, IClientAPI client) 3679 public void SetGroup(UUID groupID, IClientAPI client)
3140 { 3680 {
3141 // Scene.AddNewPrims() calls with client == null so can't use this. 3681 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3235,71 +3775,20 @@ namespace OpenSim.Region.Framework.Scenes
3235 { 3775 {
3236 ParentGroup.stopMoveToTarget(); 3776 ParentGroup.stopMoveToTarget();
3237 3777
3238 ParentGroup.ScheduleGroupForTerseUpdate(); 3778// ParentGroup.ScheduleGroupForTerseUpdate();
3239 //ParentGroup.ScheduleGroupForFullUpdate(); 3779 //ParentGroup.ScheduleGroupForFullUpdate();
3240 } 3780 }
3241 3781
3242 public void StoreUndoState() 3782 public void StoreUndoState(ObjectChangeType change)
3243 { 3783 {
3244 StoreUndoState(false); 3784 if (m_UndoRedo == null)
3245 } 3785 m_UndoRedo = new UndoRedoState(5);
3246
3247 public void StoreUndoState(bool forGroup)
3248 {
3249 if (ParentGroup == null || ParentGroup.Scene == null)
3250 return;
3251
3252 if (Undoing)
3253 {
3254// m_log.DebugFormat(
3255// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3256 return;
3257 }
3258
3259 if (IgnoreUndoUpdate)
3260 {
3261// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3262 return;
3263 }
3264 3786
3265 lock (m_undo) 3787 lock (m_UndoRedo)
3266 { 3788 {
3267 if (m_undo.Count > 0) 3789 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3268 { 3790 {
3269 UndoState last = m_undo[m_undo.Count - 1]; 3791 m_UndoRedo.StoreUndo(this, change);
3270 if (last != null)
3271 {
3272 // TODO: May need to fix for group comparison
3273 if (last.Compare(this))
3274 {
3275// m_log.DebugFormat(
3276// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3277// Name, LocalId, m_undo.Count);
3278
3279 return;
3280 }
3281 }
3282 }
3283
3284// m_log.DebugFormat(
3285// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3286// Name, LocalId, forGroup, m_undo.Count);
3287
3288 if (ParentGroup.Scene.MaxUndoCount > 0)
3289 {
3290 UndoState nUndo = new UndoState(this, forGroup);
3291
3292 m_undo.Add(nUndo);
3293
3294 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3295 m_undo.RemoveAt(0);
3296
3297 if (m_redo.Count > 0)
3298 m_redo.Clear();
3299
3300// m_log.DebugFormat(
3301// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3302// Name, LocalId, forGroup, m_undo.Count);
3303 } 3792 }
3304 } 3793 }
3305 } 3794 }
@@ -3311,88 +3800,46 @@ namespace OpenSim.Region.Framework.Scenes
3311 { 3800 {
3312 get 3801 get
3313 { 3802 {
3314 lock (m_undo) 3803 if (m_UndoRedo == null)
3315 return m_undo.Count; 3804 return 0;
3805 return m_UndoRedo.Count;
3316 } 3806 }
3317 } 3807 }
3318 3808
3319 public void Undo() 3809 public void Undo()
3320 { 3810 {
3321 lock (m_undo) 3811 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3322 { 3812 return;
3323// m_log.DebugFormat(
3324// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3325// Name, LocalId, m_undo.Count);
3326
3327 if (m_undo.Count > 0)
3328 {
3329 UndoState goback = m_undo[m_undo.Count - 1];
3330 m_undo.RemoveAt(m_undo.Count - 1);
3331
3332 UndoState nUndo = null;
3333
3334 if (ParentGroup.Scene.MaxUndoCount > 0)
3335 {
3336 nUndo = new UndoState(this, goback.ForGroup);
3337 }
3338
3339 goback.PlaybackState(this);
3340
3341 if (nUndo != null)
3342 {
3343 m_redo.Add(nUndo);
3344
3345 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3346 m_redo.RemoveAt(0);
3347 }
3348 }
3349 3813
3350// m_log.DebugFormat( 3814 lock (m_UndoRedo)
3351// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3815 {
3352// Name, LocalId, m_undo.Count); 3816 Undoing = true;
3817 m_UndoRedo.Undo(this);
3818 Undoing = false;
3353 } 3819 }
3354 } 3820 }
3355 3821
3356 public void Redo() 3822 public void Redo()
3357 { 3823 {
3358 lock (m_undo) 3824 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3359 { 3825 return;
3360// m_log.DebugFormat(
3361// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3362// Name, LocalId, m_redo.Count);
3363
3364 if (m_redo.Count > 0)
3365 {
3366 UndoState gofwd = m_redo[m_redo.Count - 1];
3367 m_redo.RemoveAt(m_redo.Count - 1);
3368
3369 if (ParentGroup.Scene.MaxUndoCount > 0)
3370 {
3371 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3372
3373 m_undo.Add(nUndo);
3374
3375 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3376 m_undo.RemoveAt(0);
3377 }
3378
3379 gofwd.PlayfwdState(this);
3380 3826
3381// m_log.DebugFormat( 3827 lock (m_UndoRedo)
3382// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3828 {
3383// Name, LocalId, m_redo.Count); 3829 Undoing = true;
3384 } 3830 m_UndoRedo.Redo(this);
3831 Undoing = false;
3385 } 3832 }
3386 } 3833 }
3387 3834
3388 public void ClearUndoState() 3835 public void ClearUndoState()
3389 { 3836 {
3390// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3837 if (m_UndoRedo == null || Undoing)
3838 return;
3391 3839
3392 lock (m_undo) 3840 lock (m_UndoRedo)
3393 { 3841 {
3394 m_undo.Clear(); 3842 m_UndoRedo.Clear();
3395 m_redo.Clear();
3396 } 3843 }
3397 } 3844 }
3398 3845
@@ -3943,7 +4390,7 @@ namespace OpenSim.Region.Framework.Scenes
3943 if (god) 4390 if (god)
3944 { 4391 {
3945 BaseMask = ApplyMask(BaseMask, set, mask); 4392 BaseMask = ApplyMask(BaseMask, set, mask);
3946 Inventory.ApplyGodPermissions(_baseMask); 4393 Inventory.ApplyGodPermissions(BaseMask);
3947 } 4394 }
3948 4395
3949 break; 4396 break;
@@ -3962,7 +4409,7 @@ namespace OpenSim.Region.Framework.Scenes
3962 case 16: 4409 case 16:
3963 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4410 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3964 baseMask; 4411 baseMask;
3965 // Prevent the client from creating no mod, no copy 4412 // Prevent the client from creating no copy, no transfer
3966 // objects 4413 // objects
3967 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4414 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3968 NextOwnerMask |= (uint)PermissionMask.Transfer; 4415 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3980,20 +4427,20 @@ namespace OpenSim.Region.Framework.Scenes
3980 { 4427 {
3981 bool update = false; 4428 bool update = false;
3982 4429
3983 if (BaseMask != source.BaseMask || 4430 uint prevOwnerMask = OwnerMask;
3984 OwnerMask != source.OwnerMask || 4431 uint prevGroupMask = GroupMask;
3985 GroupMask != source.GroupMask || 4432 uint prevEveryoneMask = EveryoneMask;
3986 EveryoneMask != source.EveryoneMask || 4433 uint prevNextOwnerMask = NextOwnerMask;
3987 NextOwnerMask != source.NextOwnerMask)
3988 update = true;
3989 4434
3990 BaseMask = source.BaseMask; 4435 OwnerMask = source.OwnerMask & BaseMask;
3991 OwnerMask = source.OwnerMask; 4436 GroupMask = source.GroupMask & BaseMask;
3992 GroupMask = source.GroupMask; 4437 EveryoneMask = source.EveryoneMask & BaseMask;
3993 EveryoneMask = source.EveryoneMask; 4438 NextOwnerMask = source.NextOwnerMask & BaseMask;
3994 NextOwnerMask = source.NextOwnerMask;
3995 4439
3996 if (update) 4440 if (OwnerMask != prevOwnerMask ||
4441 GroupMask != prevGroupMask ||
4442 EveryoneMask != prevEveryoneMask ||
4443 NextOwnerMask != prevNextOwnerMask)
3997 SendFullUpdateToAllClients(); 4444 SendFullUpdateToAllClients();
3998 } 4445 }
3999 4446
@@ -4044,6 +4491,7 @@ namespace OpenSim.Region.Framework.Scenes
4044 } 4491 }
4045 } 4492 }
4046 4493
4494
4047 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4495 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4048 { 4496 {
4049 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4497 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4071,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes
4071 /// <param name="SetTemporary"></param> 4519 /// <param name="SetTemporary"></param>
4072 /// <param name="SetPhantom"></param> 4520 /// <param name="SetPhantom"></param>
4073 /// <param name="SetVD"></param> 4521 /// <param name="SetVD"></param>
4074 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4522 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4075 { 4523 {
4076 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4524 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4077 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4525 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4081,195 +4529,145 @@ namespace OpenSim.Region.Framework.Scenes
4081 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4529 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4082 return; 4530 return;
4083 4531
4084 PhysicsActor pa = PhysActor; 4532 VolumeDetectActive = SetVD;
4085
4086 // Special cases for VD. VD can only be called from a script
4087 // and can't be combined with changes to other states. So we can rely
4088 // that...
4089 // ... if VD is changed, all others are not.
4090 // ... if one of the others is changed, VD is not.
4091 if (SetVD) // VD is active, special logic applies
4092 {
4093 // State machine logic for VolumeDetect
4094 // More logic below
4095 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4096
4097 if (phanReset) // Phantom changes from on to off switch VD off too
4098 {
4099 SetVD = false; // Switch it of for the course of this routine
4100 VolumeDetectActive = false; // and also permanently
4101
4102 if (pa != null)
4103 pa.SetVolumeDetect(0); // Let physics know about it too
4104 }
4105 else
4106 {
4107 // If volumedetect is active we don't want phantom to be applied.
4108 // If this is a new call to VD out of the state "phantom"
4109 // this will also cause the prim to be visible to physics
4110 SetPhantom = false;
4111 }
4112 }
4113 4533
4114 if (UsePhysics && IsJoint()) 4534 // volume detector implies phantom
4115 { 4535 if (VolumeDetectActive)
4116 SetPhantom = true; 4536 SetPhantom = true;
4117 }
4118 4537
4119 if (UsePhysics) 4538 if (UsePhysics)
4120 {
4121 AddFlag(PrimFlags.Physics); 4539 AddFlag(PrimFlags.Physics);
4122 if (!wasUsingPhysics)
4123 {
4124 DoPhysicsPropertyUpdate(UsePhysics, false);
4125 }
4126 }
4127 else 4540 else
4128 {
4129 RemFlag(PrimFlags.Physics); 4541 RemFlag(PrimFlags.Physics);
4130 if (wasUsingPhysics)
4131 {
4132 DoPhysicsPropertyUpdate(UsePhysics, false);
4133 }
4134 }
4135 4542
4136 if (SetPhantom 4543 if (SetPhantom)
4137 || ParentGroup.IsAttachment
4138 || PhysicsShapeType == (byte)PhysShapeType.none
4139 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4140 {
4141 AddFlag(PrimFlags.Phantom); 4544 AddFlag(PrimFlags.Phantom);
4142 4545 else
4143 if (PhysActor != null)
4144 {
4145 RemoveFromPhysics();
4146 pa = null;
4147 }
4148 }
4149 else // Not phantom
4150 {
4151 RemFlag(PrimFlags.Phantom); 4546 RemFlag(PrimFlags.Phantom);
4152 4547
4153 if (ParentGroup.Scene == null) 4548 if (SetTemporary)
4154 return; 4549 AddFlag(PrimFlags.TemporaryOnRez);
4550 else
4551 RemFlag(PrimFlags.TemporaryOnRez);
4155 4552
4156 if (ParentGroup.Scene.CollidablePrims && pa == null)
4157 {
4158 AddToPhysics(UsePhysics, SetPhantom, false);
4159 pa = PhysActor;
4160 4553
4554 if (ParentGroup.Scene == null)
4555 return;
4161 4556
4162 if (pa != null) 4557 PhysicsActor pa = PhysActor;
4163 { 4558
4164 pa.SetMaterial(Material); 4559 if (pa != null && building && pa.Building != building)
4165 DoPhysicsPropertyUpdate(UsePhysics, true); 4560 pa.Building = building;
4166
4167 if (
4168 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4169 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4170 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4171 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4172 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4173 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4174 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4175 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4176 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4177 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4178 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4179 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4180 (CollisionSound != UUID.Zero)
4181 )
4182 {
4183 pa.OnCollisionUpdate += PhysicsCollision;
4184 pa.SubscribeEvents(1000);
4185 }
4186 }
4187 }
4188 else // it already has a physical representation
4189 {
4190 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4191 }
4192 }
4193 4561
4194 if (SetVD) 4562 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4563 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4195 { 4564 {
4196 // If the above logic worked (this is urgent candidate to unit tests!)
4197 // we now have a physicsactor.
4198 // Defensive programming calls for a check here.
4199 // Better would be throwing an exception that could be catched by a unit test as the internal
4200 // logic should make sure, this Physactor is always here.
4201 if (pa != null) 4565 if (pa != null)
4202 { 4566 {
4203 pa.SetVolumeDetect(1); 4567 if(wasUsingPhysics)
4204 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4568 ParentGroup.Scene.RemovePhysicalPrim(1);
4205 VolumeDetectActive = true; 4569 RemoveFromPhysics();
4206 } 4570 }
4571
4572 Velocity = new Vector3(0, 0, 0);
4573 Acceleration = new Vector3(0, 0, 0);
4574 if (ParentGroup.RootPart == this)
4575 AngularVelocity = new Vector3(0, 0, 0);
4207 } 4576 }
4208 else if (SetVD != wasVD) 4577 else if (SetVD != wasVD)
4209 { 4578 {
4210 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4579 if (ParentGroup.Scene.CollidablePrims)
4211 // (mumbles, well, at least if you have infinte CPU powers :-)) 4580 {
4212 if (pa != null) 4581 if (pa == null)
4213 pa.SetVolumeDetect(0); 4582 {
4583 AddToPhysics(UsePhysics, SetPhantom, building, false);
4584 pa = PhysActor;
4585/*
4586 if (pa != null)
4587 {
4588 if (
4589// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4590// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4591// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4592// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4593// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4594// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4595 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4596 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4597 (CollisionSound != UUID.Zero)
4598 )
4599 {
4600 pa.OnCollisionUpdate += PhysicsCollision;
4601 pa.SubscribeEvents(1000);
4602 }
4603 }
4604*/
4605 }
4606 else // it already has a physical representation
4607 {
4608 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4609/* moved into DoPhysicsPropertyUpdate
4610 if(VolumeDetectActive)
4611 pa.SetVolumeDetect(1);
4612 else
4613 pa.SetVolumeDetect(0);
4614*/
4214 4615
4215 RemFlag(PrimFlags.Phantom); 4616 if (pa.Building != building)
4216 VolumeDetectActive = false; 4617 pa.Building = building;
4217 } 4618 }
4218 4619
4219 if (SetTemporary) 4620 UpdatePhysicsSubscribedEvents();
4220 { 4621 }
4221 AddFlag(PrimFlags.TemporaryOnRez); 4622 }
4222 }
4223 else
4224 {
4225 RemFlag(PrimFlags.TemporaryOnRez);
4226 }
4227 4623
4228 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4624 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4229 4625
4626 // and last in case we have a new actor and not building
4627
4230 if (ParentGroup != null) 4628 if (ParentGroup != null)
4231 { 4629 {
4232 ParentGroup.HasGroupChanged = true; 4630 ParentGroup.HasGroupChanged = true;
4233 ScheduleFullUpdate(); 4631 ScheduleFullUpdate();
4234 } 4632 }
4235 4633
4236// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4634// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4237 } 4635 }
4238 4636
4239 /// <summary> 4637 /// <summary>
4240 /// Adds this part to the physics scene. 4638 /// Adds this part to the physics scene.
4639 /// and sets the PhysActor property
4241 /// </summary> 4640 /// </summary>
4242 /// <remarks>This method also sets the PhysActor property.</remarks> 4641 /// <param name="isPhysical">Add this prim as physical.</param>
4243 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4642 /// <param name="isPhantom">Add this prim as phantom.</param>
4244 /// <returns> 4643 /// <param name="building">tells physics to delay full construction of object</param>
4245 /// The physics actor. null if there was a failure. 4644 /// <param name="applyDynamics">applies velocities, force and torque</param>
4246 /// </returns> 4645 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4247 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4646 {
4248 {
4249 PhysicsActor pa; 4647 PhysicsActor pa;
4250 4648
4251 Vector3 velocity = Velocity; 4649 Vector3 velocity = Velocity;
4252 Vector3 rotationalVelocity = AngularVelocity;; 4650 Vector3 rotationalVelocity = AngularVelocity;;
4253 4651
4254 try 4652 try
4255 { 4653 {
4256 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4654 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4257 string.Format("{0}/{1}", Name, UUID), 4655 string.Format("{0}/{1}", Name, UUID),
4258 Shape, 4656 Shape,
4259 AbsolutePosition, 4657 AbsolutePosition,
4260 Scale, 4658 Scale,
4261 GetWorldRotation(), 4659 GetWorldRotation(),
4262 isPhysical, 4660 isPhysical,
4263 isPhantom, 4661 isPhantom,
4264 PhysicsShapeType, 4662 PhysicsShapeType,
4265 m_localId); 4663 m_localId);
4266 } 4664 }
4267 catch (Exception e) 4665 catch (Exception e)
4268 { 4666 {
4269 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4667 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4270 pa = null; 4668 pa = null;
4271 } 4669 }
4272 4670
4273 if (pa != null) 4671 if (pa != null)
4274 { 4672 {
4275 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4673 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4282,11 +4680,21 @@ namespace OpenSim.Region.Framework.Scenes
4282 4680
4283 if (VolumeDetectActive) // change if not the default only 4681 if (VolumeDetectActive) // change if not the default only
4284 pa.SetVolumeDetect(1); 4682 pa.SetVolumeDetect(1);
4683
4684 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4685 m_vehicleParams.SetVehicle(pa);
4686
4285 // we are going to tell rest of code about physics so better have this here 4687 // we are going to tell rest of code about physics so better have this here
4286 PhysActor = pa; 4688 PhysActor = pa;
4287 4689
4690 // DoPhysicsPropertyUpdate(isPhysical, true);
4691 // lets expand it here just with what it really needs to do
4692
4288 if (isPhysical) 4693 if (isPhysical)
4289 { 4694 {
4695 if (ParentGroup.RootPart.KeyframeMotion != null)
4696 ParentGroup.RootPart.KeyframeMotion.Stop();
4697 ParentGroup.RootPart.KeyframeMotion = null;
4290 ParentGroup.Scene.AddPhysicalPrim(1); 4698 ParentGroup.Scene.AddPhysicalPrim(1);
4291 4699
4292 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 4700 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
@@ -4303,19 +4711,34 @@ namespace OpenSim.Region.Framework.Scenes
4303 } 4711 }
4304 } 4712 }
4305 4713
4306 if (applyDynamics) 4714 if (applyDynamics)
4307 // do independent of isphysical so parameters get setted (at least some) 4715 // do independent of isphysical so parameters get setted (at least some)
4308 { 4716 {
4309 Velocity = velocity; 4717 Velocity = velocity;
4310 AngularVelocity = rotationalVelocity; 4718 AngularVelocity = rotationalVelocity;
4311// pa.Velocity = velocity; 4719// pa.Velocity = velocity;
4312 pa.RotationalVelocity = rotationalVelocity; 4720 pa.RotationalVelocity = rotationalVelocity;
4721
4722 // if not vehicle and root part apply force and torque
4723 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4724 && LocalId == ParentGroup.RootPart.LocalId)
4725 {
4726 pa.Force = Force;
4727 pa.Torque = Torque;
4728 }
4313 } 4729 }
4314 4730
4315 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4731// if (Shape.SculptEntry)
4732// CheckSculptAndLoad();
4733// else
4734 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4735
4736 if (!building)
4737 pa.Building = false;
4316 } 4738 }
4317 4739
4318 PhysActor = pa; 4740 PhysActor = pa;
4741
4319 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4742 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4320 } 4743 }
4321 4744
@@ -4324,13 +4747,21 @@ namespace OpenSim.Region.Framework.Scenes
4324 /// </summary> 4747 /// </summary>
4325 /// <remarks> 4748 /// <remarks>
4326 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4749 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4327 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4750 /// representation for collision detection.
4328 /// phantom.
4329 /// </remarks> 4751 /// </remarks>
4330 public void RemoveFromPhysics() 4752 public void RemoveFromPhysics()
4331 { 4753 {
4332 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4754 PhysicsActor pa = PhysActor;
4333 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4755 if (pa != null)
4756 {
4757 pa.OnCollisionUpdate -= PhysicsCollision;
4758 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4759 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4760
4761 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4762
4763 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4764 }
4334 PhysActor = null; 4765 PhysActor = null;
4335 } 4766 }
4336 4767
@@ -4462,6 +4893,8 @@ namespace OpenSim.Region.Framework.Scenes
4462 { 4893 {
4463// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4894// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4464 4895
4896 return;
4897
4465 if (ParentGroup.IsDeleted) 4898 if (ParentGroup.IsDeleted)
4466 return; 4899 return;
4467 4900
@@ -4542,6 +4975,44 @@ namespace OpenSim.Region.Framework.Scenes
4542 ScheduleFullUpdate(); 4975 ScheduleFullUpdate();
4543 } 4976 }
4544 4977
4978
4979 private void UpdatePhysicsSubscribedEvents()
4980 {
4981 PhysicsActor pa = PhysActor;
4982 if (pa == null)
4983 return;
4984
4985 pa.OnCollisionUpdate -= PhysicsCollision;
4986
4987 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4988
4989 scriptEvents CombinedEvents = AggregateScriptEvents;
4990
4991 // merge with root part
4992 if (ParentGroup != null && ParentGroup.RootPart != null)
4993 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4994
4995 // submit to this part case
4996 if (VolumeDetectActive)
4997 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4998 else if ((Flags & PrimFlags.Phantom) != 0)
4999 CombinedEvents &= PhyscicsPhantonSubsEvents;
5000 else
5001 CombinedEvents &= PhysicsNeededSubsEvents;
5002
5003 if (hassound || CombinedEvents != 0)
5004 {
5005 // subscribe to physics updates.
5006 pa.OnCollisionUpdate += PhysicsCollision;
5007 pa.SubscribeEvents(50); // 20 reports per second
5008 }
5009 else
5010 {
5011 pa.UnSubscribeEvents();
5012 }
5013 }
5014
5015
4545 public void aggregateScriptEvents() 5016 public void aggregateScriptEvents()
4546 { 5017 {
4547 if (ParentGroup == null || ParentGroup.RootPart == null) 5018 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4578,40 +5049,32 @@ namespace OpenSim.Region.Framework.Scenes
4578 { 5049 {
4579 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5050 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4580 } 5051 }
4581 5052/*
4582 PhysicsActor pa = PhysActor; 5053 PhysicsActor pa = PhysActor;
4583 5054 if (pa != null)
4584 if (
4585 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4586 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4587 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4588 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4589 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4590 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4591 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4592 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4593 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4594 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4595 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4596 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4597 (CollisionSound != UUID.Zero)
4598 )
4599 { 5055 {
4600 // subscribe to physics updates. 5056 if (
4601 if (pa != null) 5057// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5058// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5059// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5060// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5061// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5062// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5063 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5064 )
4602 { 5065 {
5066 // subscribe to physics updates.
4603 pa.OnCollisionUpdate += PhysicsCollision; 5067 pa.OnCollisionUpdate += PhysicsCollision;
4604 pa.SubscribeEvents(1000); 5068 pa.SubscribeEvents(1000);
4605 } 5069 }
4606 } 5070 else
4607 else
4608 {
4609 if (pa != null)
4610 { 5071 {
4611 pa.UnSubscribeEvents(); 5072 pa.UnSubscribeEvents();
4612 pa.OnCollisionUpdate -= PhysicsCollision; 5073 pa.OnCollisionUpdate -= PhysicsCollision;
4613 } 5074 }
4614 } 5075 }
5076 */
5077 UpdatePhysicsSubscribedEvents();
4615 5078
4616 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5079 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4617 //{ 5080 //{
@@ -4742,6 +5205,18 @@ namespace OpenSim.Region.Framework.Scenes
4742 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5205 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4743 } 5206 }
4744 5207
5208 public void ResetOwnerChangeFlag()
5209 {
5210 List<UUID> inv = Inventory.GetInventoryList();
5211
5212 foreach (UUID itemID in inv)
5213 {
5214 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5215 item.OwnerChanged = false;
5216 Inventory.UpdateInventoryItem(item, false, false);
5217 }
5218 }
5219
4745 /// <summary> 5220 /// <summary>
4746 /// Record an avatar sitting on this part. 5221 /// Record an avatar sitting on this part.
4747 /// </summary> 5222 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..3a9a146 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -133,38 +138,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 138 public void ResetInventoryIDs()
134 { 139 {
135 if (null == m_part) 140 if (null == m_part)
136 return; 141 m_items.LockItemsForWrite(true);
137 142
138 lock (m_items) 143 if (Items.Count == 0)
139 { 144 {
140 if (0 == m_items.Count) 145 m_items.LockItemsForWrite(false);
141 return; 146 return;
147 }
142 148
143 IList<TaskInventoryItem> items = GetInventoryItems(); 149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 150 Items.Clear();
145 151
146 foreach (TaskInventoryItem item in items) 152 foreach (TaskInventoryItem item in items)
147 { 153 {
148 item.ResetIDs(m_part.UUID); 154 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 155 Items.Add(item.ItemID, item);
150 }
151 } 156 }
157 m_items.LockItemsForWrite(false);
152 } 158 }
153 159
154 public void ResetObjectID() 160 public void ResetObjectID()
155 { 161 {
156 lock (Items) 162 m_items.LockItemsForWrite(true);
163
164 if (Items.Count == 0)
157 { 165 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 166 m_items.LockItemsForWrite(false);
159 Items.Clear(); 167 return;
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 168 }
169
170 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
171 Items.Clear();
172
173 foreach (TaskInventoryItem item in items)
174 {
175 item.ParentPartID = m_part.UUID;
176 item.ParentID = m_part.UUID;
177 Items.Add(item.ItemID, item);
178 }
179 m_items.LockItemsForWrite(false);
168 } 180 }
169 181
170 /// <summary> 182 /// <summary>
@@ -173,17 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 185 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 186 public void ChangeInventoryOwner(UUID ownerId)
175 { 187 {
176 lock (Items) 188 List<TaskInventoryItem> items = GetInventoryItems();
177 { 189
178 if (0 == Items.Count) 190 if (items.Count == 0)
179 { 191 return;
180 return;
181 }
182 }
183 192
193 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 194 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 195 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 196 foreach (TaskInventoryItem item in items)
188 { 197 {
189 if (ownerId != item.OwnerID) 198 if (ownerId != item.OwnerID)
@@ -194,6 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 203 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 204 item.OwnerChanged = true;
196 } 205 }
206 m_items.LockItemsForWrite(false);
197 } 207 }
198 208
199 /// <summary> 209 /// <summary>
@@ -202,12 +212,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 212 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 213 public void ChangeInventoryGroup(UUID groupID)
204 { 214 {
205 lock (Items) 215 m_items.LockItemsForWrite(true);
216 if (0 == Items.Count)
206 { 217 {
207 if (0 == Items.Count) 218 m_items.LockItemsForWrite(false);
208 { 219 return;
209 return;
210 }
211 } 220 }
212 221
213 // Don't let this set the HasGroupChanged flag for attachments 222 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +228,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 228 m_part.ParentGroup.HasGroupChanged = true;
220 } 229 }
221 230
222 List<TaskInventoryItem> items = GetInventoryItems(); 231 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 232 foreach (TaskInventoryItem item in items)
224 { 233 {
225 if (groupID != item.GroupID) 234 if (groupID != item.GroupID)
235 {
226 item.GroupID = groupID; 236 item.GroupID = groupID;
237 }
227 } 238 }
239 m_items.LockItemsForWrite(false);
228 } 240 }
229 241
230 private void QueryScriptStates() 242 private void QueryScriptStates()
@@ -232,15 +244,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 245 return;
234 246
235 lock (Items) 247 Items.LockItemsForRead(true);
248 foreach (TaskInventoryItem item in Items.Values)
236 { 249 {
237 foreach (TaskInventoryItem item in Items.Values) 250 if (item.InvType == (int)InventoryType.LSL)
238 { 251 {
239 bool running; 252 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 254 item.ScriptRunning = running;
242 } 255 }
243 } 256 }
257
258 Items.LockItemsForRead(false);
244 } 259 }
245 260
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 332 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 333 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 334 foreach (TaskInventoryItem item in scripts)
335 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 336 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
337 m_part.RemoveScriptEvents(item.ItemID);
338 }
321 } 339 }
322 340
323 /// <summary> 341 /// <summary>
@@ -339,7 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 357// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 358
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 359 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
360 {
361 StoreScriptError(item.ItemID, "no permission");
342 return false; 362 return false;
363 }
343 364
344 m_part.AddFlag(PrimFlags.Scripted); 365 m_part.AddFlag(PrimFlags.Scripted);
345 366
@@ -349,14 +370,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 370 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 371 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 372 {
352 lock (m_items) 373 m_items.LockItemsForWrite(true);
353 { 374 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 376 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 377 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 378 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
379 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 380 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 381 m_part.ScheduleFullUpdate();
362 return true; 382 return true;
@@ -365,6 +385,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 385 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 386 if (null == asset)
367 { 387 {
388 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
389 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 390 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 391 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 392 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +399,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 399 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 400 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 401
380 lock (m_items) 402 m_items.LockItemsForWrite(true);
381 { 403
382 m_items[item.ItemID].OldItemID = item.OldItemID; 404 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 405 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 406 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 407
408 m_items.LockItemsForWrite(false);
409
387 string script = Utils.BytesToString(asset.Data); 410 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 411 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 412 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
413 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 414 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 416 m_part.LocalId, item.ItemID);
@@ -459,22 +483,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 483 return stateID;
460 } 484 }
461 485
486 /// <summary>
487 /// Start a script which is in this prim's inventory.
488 /// Some processing may occur in the background, but this routine returns asap.
489 /// </summary>
490 /// <param name="itemId">
491 /// A <see cref="UUID"/>
492 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 493 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 494 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 495 lock (m_scriptErrors)
465 if (item != null)
466 { 496 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 497 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
498 m_scriptErrors.Remove(itemId);
499 }
500 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
501 return true;
502 }
503
504 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
505 {
506 m_items.LockItemsForRead(true);
507 if (m_items.ContainsKey(itemId))
508 {
509 if (m_items.ContainsKey(itemId))
510 {
511 m_items.LockItemsForRead(false);
512 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
513 }
514 else
515 {
516 m_items.LockItemsForRead(false);
517 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
518 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
519 StoreScriptError(itemId, msg);
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "Couldn't start script with ID {0} since it {1}", itemId, msg);
523 }
468 } 524 }
469 else 525 else
470 { 526 {
527 m_items.LockItemsForRead(false);
528 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
529 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 530 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 531 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 532 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 533 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
534 }
535
536 }
475 537
476 return false; 538 /// <summary>
539 /// Start a script which is in this prim's inventory and return any compilation error messages.
540 /// </summary>
541 /// <param name="itemId">
542 /// A <see cref="UUID"/>
543 /// </param>
544 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
545 {
546 ArrayList errors;
547
548 // Indicate to CreateScriptInstanceInternal() we want it to
549 // post any compilation/loading error messages
550 lock (m_scriptErrors)
551 {
552 m_scriptErrors[itemId] = null;
553 }
554
555 // Perform compilation/loading
556 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
557
558 // Wait for and retrieve any errors
559 lock (m_scriptErrors)
560 {
561 while ((errors = m_scriptErrors[itemId]) == null)
562 {
563 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
564 {
565 m_log.ErrorFormat(
566 "[PRIM INVENTORY]: " +
567 "timedout waiting for script {0} errors", itemId);
568 errors = m_scriptErrors[itemId];
569 if (errors == null)
570 {
571 errors = new ArrayList(1);
572 errors.Add("timedout waiting for errors");
573 }
574 break;
575 }
576 }
577 m_scriptErrors.Remove(itemId);
477 } 578 }
579 return errors;
580 }
581
582 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
583 private void StoreScriptErrors(UUID itemId, ArrayList errors)
584 {
585 lock (m_scriptErrors)
586 {
587 // If compilation/loading initiated via CreateScriptInstance(),
588 // it does not want the errors, so just get out
589 if (!m_scriptErrors.ContainsKey(itemId))
590 {
591 return;
592 }
593
594 // Initiated via CreateScriptInstanceEr(), if we know what the
595 // errors are, save them and wake CreateScriptInstanceEr().
596 if (errors != null)
597 {
598 m_scriptErrors[itemId] = errors;
599 System.Threading.Monitor.PulseAll(m_scriptErrors);
600 return;
601 }
602 }
603
604 // Initiated via CreateScriptInstanceEr() but we don't know what
605 // the errors are yet, so retrieve them from the script engine.
606 // This may involve some waiting internal to GetScriptErrors().
607 errors = GetScriptErrors(itemId);
608
609 // Get a default non-null value to indicate success.
610 if (errors == null)
611 {
612 errors = new ArrayList();
613 }
614
615 // Post to CreateScriptInstanceEr() and wake it up
616 lock (m_scriptErrors)
617 {
618 m_scriptErrors[itemId] = errors;
619 System.Threading.Monitor.PulseAll(m_scriptErrors);
620 }
621 }
622
623 // Like StoreScriptErrors(), but just posts a single string message
624 private void StoreScriptError(UUID itemId, string message)
625 {
626 ArrayList errors = new ArrayList(1);
627 errors.Add(message);
628 StoreScriptErrors(itemId, errors);
478 } 629 }
479 630
480 /// <summary> 631 /// <summary>
@@ -487,15 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 638 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 639 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 640 {
490 bool scriptPresent = false; 641 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 642 {
500 if (!sceneObjectBeingDeleted) 643 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 644 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +708,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 708 /// <returns></returns>
566 private bool InventoryContainsName(string name) 709 private bool InventoryContainsName(string name)
567 { 710 {
568 lock (m_items) 711 m_items.LockItemsForRead(true);
712 foreach (TaskInventoryItem item in m_items.Values)
569 { 713 {
570 foreach (TaskInventoryItem item in m_items.Values) 714 if (item.Name == name)
571 { 715 {
572 if (item.Name == name) 716 m_items.LockItemsForRead(false);
573 return true; 717 return true;
574 } 718 }
575 } 719 }
720 m_items.LockItemsForRead(false);
576 return false; 721 return false;
577 } 722 }
578 723
@@ -614,8 +759,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 759 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 760 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 761 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 762 m_items.LockItemsForRead(true);
618 763 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
764 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 765 foreach (TaskInventoryItem i in il)
620 { 766 {
621 if (i.Name == item.Name) 767 if (i.Name == item.Name)
@@ -653,14 +799,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 799 item.Name = name;
654 item.GroupID = m_part.GroupID; 800 item.GroupID = m_part.GroupID;
655 801
656 lock (m_items) 802 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
658 804 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 805 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 807 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 809
664 m_inventorySerial++; 810 m_inventorySerial++;
665 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -676,15 +822,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 822 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 823 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 824 {
679 lock (m_items) 825 m_items.LockItemsForWrite(true);
826 foreach (TaskInventoryItem item in items)
680 { 827 {
681 foreach (TaskInventoryItem item in items) 828 m_items.Add(item.ItemID, item);
682 { 829// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 830 }
831 m_items.LockItemsForWrite(false);
832
833 m_inventorySerial++;
688 } 834 }
689 835
690 /// <summary> 836 /// <summary>
@@ -695,23 +841,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 841 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 842 {
697 TaskInventoryItem item; 843 TaskInventoryItem item;
698 844 m_items.LockItemsForRead(true);
699 lock (m_items) 845 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 846 m_items.LockItemsForRead(false);
701
702 return item; 847 return item;
703 } 848 }
704 849
705 public TaskInventoryItem GetInventoryItem(string name) 850 public TaskInventoryItem GetInventoryItem(string name)
706 { 851 {
707 lock (m_items) 852 m_items.LockItemsForRead(true);
853 foreach (TaskInventoryItem item in m_items.Values)
708 { 854 {
709 foreach (TaskInventoryItem item in m_items.Values) 855 if (item.Name == name)
710 { 856 {
711 if (item.Name == name) 857 m_items.LockItemsForRead(false);
712 return item; 858 return item;
713 } 859 }
714 } 860 }
861 m_items.LockItemsForRead(false);
715 862
716 return null; 863 return null;
717 } 864 }
@@ -720,15 +867,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 867 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 868 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 869
723 lock (m_items) 870 m_items.LockItemsForRead(true);
871
872 foreach (TaskInventoryItem item in m_items.Values)
724 { 873 {
725 foreach (TaskInventoryItem item in m_items.Values) 874 if (item.Name == name)
726 { 875 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 876 }
731 877
878 m_items.LockItemsForRead(false);
879
732 return items; 880 return items;
733 } 881 }
734 882
@@ -747,6 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 895 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 896 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 897
898 group.RootPart.AttachPoint = group.RootPart.Shape.State;
899 group.RootPart.AttachOffset = group.AbsolutePosition;
900 group.RootPart.AttachRotation = group.GroupRotation;
901
750 group.ResetIDs(); 902 group.ResetIDs();
751 903
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 904 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
821 973
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 974 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 975 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 976 m_items.LockItemsForWrite(true);
825 if (it != null) 977
978 if (m_items.ContainsKey(item.ItemID))
826 { 979 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 980// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 981
@@ -835,14 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 988 item.GroupID = m_part.GroupID;
836 989
837 if (item.AssetID == UUID.Zero) 990 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 991 item.AssetID = m_items[item.ItemID].AssetID;
839 992
840 lock (m_items) 993 m_items[item.ItemID] = item;
841 { 994 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 995 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 996 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 997
@@ -851,7 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1000 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1001 m_part.ParentGroup.HasGroupChanged = true;
853 } 1002 }
854 1003 m_items.LockItemsForWrite(false);
855 return true; 1004 return true;
856 } 1005 }
857 else 1006 else
@@ -862,8 +1011,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1011 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1012 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1013 }
865 return false; 1014 m_items.LockItemsForWrite(false);
866 1015
1016 return false;
867 } 1017 }
868 1018
869 /// <summary> 1019 /// <summary>
@@ -874,43 +1024,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1024 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1025 public int RemoveInventoryItem(UUID itemID)
876 { 1026 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1027 m_items.LockItemsForRead(true);
878 if (item != null) 1028
1029 if (m_items.ContainsKey(itemID))
879 { 1030 {
880 int type = m_items[itemID].InvType; 1031 int type = m_items[itemID].InvType;
1032 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1033 if (type == 10) // Script
882 { 1034 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1035 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1036 }
1037 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1038 m_items.Remove(itemID);
1039 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1040 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1041 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1042
890 HasInventoryChanged = true; 1043 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1044 m_part.ParentGroup.HasGroupChanged = true;
892 1045
893 if (!ContainsScripts()) 1046 int scriptcount = 0;
1047 m_items.LockItemsForRead(true);
1048 foreach (TaskInventoryItem item in m_items.Values)
1049 {
1050 if (item.Type == 10)
1051 {
1052 scriptcount++;
1053 }
1054 }
1055 m_items.LockItemsForRead(false);
1056
1057
1058 if (scriptcount <= 0)
1059 {
894 m_part.RemFlag(PrimFlags.Scripted); 1060 m_part.RemFlag(PrimFlags.Scripted);
1061 }
895 1062
896 m_part.ScheduleFullUpdate(); 1063 m_part.ScheduleFullUpdate();
897 1064
898 return type; 1065 return type;
899
900 } 1066 }
901 else 1067 else
902 { 1068 {
1069 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1070 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1071 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1072 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1073 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1074 }
909 1075
910 return -1; 1076 return -1;
911 } 1077 }
912 1078
913 private bool CreateInventoryFile() 1079 private bool CreateInventoryFileName()
914 { 1080 {
915// m_log.DebugFormat( 1081// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1082// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1085 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1086 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1087 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1088 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1089 m_inventoryFileNameSerial = m_inventorySerial;
925 1090
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1091 return true;
983 } 1092 }
984 1093
985 // No need to recreate, the existing file is fine
986 return false; 1094 return false;
987 } 1095 }
988 1096
@@ -992,43 +1100,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1100 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1101 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1102 {
995 lock (m_items) 1103 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1104
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1105 bool includeAssets = false;
1006 return; 1106 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1107 includeAssets = true;
1108
1109 if (m_inventoryPrivileged != includeAssets)
1110 changed = true;
1111
1112 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1113
1114 Items.LockItemsForRead(true);
1115
1116 if (m_inventorySerial == 0) // No inventory
1117 {
1118 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1119 Items.LockItemsForRead(false);
1120 return;
1121 }
1008 1122
1009 CreateInventoryFile(); 1123 if (m_items.Count == 0) // No inventory
1124 {
1125 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1126 Items.LockItemsForRead(false);
1127 return;
1128 }
1010 1129
1011 // In principle, we should only do the rest if the inventory changed; 1130 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1131 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1132 if (m_inventoryFileData.Length > 2)
1019 { 1133 {
1020 // Add the file for Xfer 1134 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1135 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1136 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1137 Util.StringToBytes256(m_inventoryFileName));
1024 1138
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1139 Items.LockItemsForRead(false);
1140 return;
1026 } 1141 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1142 }
1143
1144 m_inventoryPrivileged = includeAssets;
1145
1146 foreach (TaskInventoryItem item in m_items.Values)
1147 {
1148 UUID ownerID = item.OwnerID;
1149 uint everyoneMask = 0;
1150 uint baseMask = item.BasePermissions;
1151 uint ownerMask = item.CurrentPermissions;
1152 uint groupMask = item.GroupPermissions;
1153
1154 invString.AddItemStart();
1155 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1156 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1157
1158 invString.AddPermissionsStart();
1159
1160 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1161 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1162 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1163 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1164 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1165
1166 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1167 invString.AddNameValueLine("owner_id", ownerID.ToString());
1168
1169 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1170
1171 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1172 invString.AddSectionEnd();
1173
1174 if (includeAssets)
1175 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1176 else
1177 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1178 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1179 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1180 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1181
1182 invString.AddSaleStart();
1183 invString.AddNameValueLine("sale_type", "not");
1184 invString.AddNameValueLine("sale_price", "0");
1185 invString.AddSectionEnd();
1186
1187 invString.AddNameValueLine("name", item.Name + "|");
1188 invString.AddNameValueLine("desc", item.Description + "|");
1189
1190 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1191 invString.AddSectionEnd();
1192 }
1193
1194 Items.LockItemsForRead(false);
1195
1196 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1197
1198 if (m_inventoryFileData.Length > 2)
1199 {
1200 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1201 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1202 Util.StringToBytes256(m_inventoryFileName));
1203 return;
1204 }
1205
1206 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1207 }
1033 1208
1034 /// <summary> 1209 /// <summary>
@@ -1037,13 +1212,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1212 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1213 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1214 {
1040 if (HasInventoryChanged) 1215// Removed this because linking will cause an immediate delete of the new
1041 { 1216// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1217// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1218// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1219// of prim inventory loss.
1220// if (HasInventoryChanged)
1221// {
1222 Items.LockItemsForRead(true);
1223 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1224 Items.LockItemsForRead(false);
1045 1225
1046 } 1226 HasInventoryChanged = false;
1227// }
1047 } 1228 }
1048 1229
1049 public class InventoryStringBuilder 1230 public class InventoryStringBuilder
@@ -1109,87 +1290,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1290 {
1110 uint mask=0x7fffffff; 1291 uint mask=0x7fffffff;
1111 1292
1112 lock (m_items) 1293 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1294 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1295 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1296 mask &= ~((uint)PermissionMask.Copy >> 13);
1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1298 mask &= ~((uint)PermissionMask.Transfer >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1300 mask &= ~((uint)PermissionMask.Modify >> 13);
1301
1302 if (item.InvType == (int)InventoryType.Object)
1115 { 1303 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1304 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1305 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1307 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1309 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1310 }
1311
1312 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1313 mask &= ~(uint)PermissionMask.Copy;
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1315 mask &= ~(uint)PermissionMask.Transfer;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1317 mask &= ~(uint)PermissionMask.Modify;
1149 } 1318 }
1150
1151 return mask; 1319 return mask;
1152 } 1320 }
1153 1321
1154 public void ApplyNextOwnerPermissions() 1322 public void ApplyNextOwnerPermissions()
1155 { 1323 {
1156 lock (m_items) 1324 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1325 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1326 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1327 {
1160// m_log.DebugFormat ( 1328 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1329 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1334 }
1335 item.CurrentPermissions &= item.NextPermissions;
1336 item.BasePermissions &= item.NextPermissions;
1337 item.EveryonePermissions &= item.NextPermissions;
1338 item.OwnerChanged = true;
1339 item.PermsMask = 0;
1340 item.PermsGranter = UUID.Zero;
1181 } 1341 }
1182 } 1342 }
1183 1343
1184 public void ApplyGodPermissions(uint perms) 1344 public void ApplyGodPermissions(uint perms)
1185 { 1345 {
1186 lock (m_items) 1346 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1347 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1348 item.CurrentPermissions = perms;
1189 { 1349 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1350 }
1194 1351
1195 m_inventorySerial++; 1352 m_inventorySerial++;
@@ -1202,14 +1359,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1359 /// <returns></returns>
1203 public bool ContainsScripts() 1360 public bool ContainsScripts()
1204 { 1361 {
1205 lock (m_items) 1362 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1363 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1364 if (item.InvType == (int)InventoryType.LSL)
1208 { 1365 {
1209 if (item.InvType == (int)InventoryType.LSL) 1366 return true;
1210 {
1211 return true;
1212 }
1213 } 1367 }
1214 } 1368 }
1215 1369
@@ -1223,17 +1377,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1377 public int ScriptCount()
1224 { 1378 {
1225 int count = 0; 1379 int count = 0;
1226 lock (m_items) 1380 Items.LockItemsForRead(true);
1381 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1382 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1383 if (item.InvType == (int)InventoryType.LSL)
1229 { 1384 {
1230 if (item.InvType == (int)InventoryType.LSL) 1385 count++;
1231 {
1232 count++;
1233 }
1234 } 1386 }
1235 } 1387 }
1236 1388 Items.LockItemsForRead(false);
1237 return count; 1389 return count;
1238 } 1390 }
1239 /// <summary> 1391 /// <summary>
@@ -1269,11 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1421 {
1270 List<UUID> ret = new List<UUID>(); 1422 List<UUID> ret = new List<UUID>();
1271 1423
1272 lock (m_items) 1424 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1425 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1426
1278 return ret; 1427 return ret;
1279 } 1428 }
@@ -1282,8 +1431,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1431 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1432 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1433
1285 lock (m_items) 1434 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1435 ret = new List<TaskInventoryItem>(m_items.Values);
1436 Items.LockItemsForRead(false);
1287 1437
1288 return ret; 1438 return ret;
1289 } 1439 }
@@ -1292,18 +1442,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1442 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1444
1295 lock (m_items) 1445 Items.LockItemsForRead(true);
1296 { 1446
1297 foreach (TaskInventoryItem item in m_items.Values) 1447 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1448 if (item.InvType == (int)type)
1299 ret.Add(item); 1449 ret.Add(item);
1300 } 1450
1451 Items.LockItemsForRead(false);
1301 1452
1302 return ret; 1453 return ret;
1303 } 1454 }
1304 1455
1305 public Dictionary<UUID, string> GetScriptStates() 1456 public Dictionary<UUID, string> GetScriptStates()
1306 { 1457 {
1458 return GetScriptStates(false);
1459 }
1460
1461 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1462 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1463 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1464
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1465 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1485,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1485 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1486 if (n != String.Empty)
1331 { 1487 {
1332 if (!ret.ContainsKey(item.ItemID)) 1488 if (oldIDs)
1333 ret[item.ItemID] = n; 1489 {
1490 if (!ret.ContainsKey(item.OldItemID))
1491 ret[item.OldItemID] = n;
1492 }
1493 else
1494 {
1495 if (!ret.ContainsKey(item.ItemID))
1496 ret[item.ItemID] = n;
1497 }
1334 break; 1498 break;
1335 } 1499 }
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339
1340 return ret; 1503 return ret;
1341 } 1504 }
1342 1505
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 39a885c..f2aa0c5 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -226,8 +230,6 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 230 /// </summary>
227 public bool LandAtTarget { get; private set; } 231 public bool LandAtTarget { get; private set; }
228 232
229 private bool m_followCamAuto;
230
231 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
232 private const int NumMovementsBetweenRayCast = 5; 234 private const int NumMovementsBetweenRayCast = 5;
233 235
@@ -235,6 +237,13 @@ namespace OpenSim.Region.Framework.Scenes
235 //private int m_moveToPositionStateStatus; 237 //private int m_moveToPositionStateStatus;
236 //***************************************************** 238 //*****************************************************
237 239
240 private bool m_collisionEventFlag = false;
241 private object m_collisionEventLock = new Object();
242
243 private int m_movementAnimationUpdateCounter = 0;
244
245 private Vector3 m_prevSitOffset;
246
238 protected AvatarAppearance m_appearance; 247 protected AvatarAppearance m_appearance;
239 248
240 public AvatarAppearance Appearance 249 public AvatarAppearance Appearance
@@ -349,6 +358,9 @@ namespace OpenSim.Region.Framework.Scenes
349 /// </summary> 358 /// </summary>
350 protected Vector3 m_lastCameraPosition; 359 protected Vector3 m_lastCameraPosition;
351 360
361 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
362 private bool m_doingCamRayCast = false;
363
352 public Vector3 CameraPosition { get; set; } 364 public Vector3 CameraPosition { get; set; }
353 365
354 public Quaternion CameraRotation 366 public Quaternion CameraRotation
@@ -429,7 +441,9 @@ namespace OpenSim.Region.Framework.Scenes
429 get { return (IClientCore)ControllingClient; } 441 get { return (IClientCore)ControllingClient; }
430 } 442 }
431 443
432 public Vector3 ParentPosition { get; set; } 444 public UUID COF { get; set; }
445
446// public Vector3 ParentPosition { get; set; }
433 447
434 /// <summary> 448 /// <summary>
435 /// Position of this avatar relative to the region the avatar is in 449 /// Position of this avatar relative to the region the avatar is in
@@ -487,7 +501,7 @@ namespace OpenSim.Region.Framework.Scenes
487 if (ParentID == 0) 501 if (ParentID == 0)
488 { 502 {
489 m_pos = value; 503 m_pos = value;
490 ParentPosition = Vector3.Zero; 504// ParentPosition = Vector3.Zero;
491 } 505 }
492 506
493 //m_log.DebugFormat( 507 //m_log.DebugFormat(
@@ -556,7 +570,24 @@ namespace OpenSim.Region.Framework.Scenes
556// Scene.RegionInfo.RegionName, Name, m_velocity); 570// Scene.RegionInfo.RegionName, Name, m_velocity);
557 } 571 }
558 } 572 }
573/*
574 public override Vector3 AngularVelocity
575 {
576 get
577 {
578 if (PhysicsActor != null)
579 {
580 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
559 581
582 // m_log.DebugFormat(
583 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
584 // m_velocity, Name, Scene.RegionInfo.RegionName);
585 }
586
587 return m_rotationalvelocity;
588 }
589 }
590*/
560 private Quaternion m_bodyRot = Quaternion.Identity; 591 private Quaternion m_bodyRot = Quaternion.Identity;
561 592
562 public Quaternion Rotation 593 public Quaternion Rotation
@@ -567,7 +598,14 @@ namespace OpenSim.Region.Framework.Scenes
567 m_bodyRot = value; 598 m_bodyRot = value;
568 if (PhysicsActor != null) 599 if (PhysicsActor != null)
569 { 600 {
570 PhysicsActor.Orientation = m_bodyRot; 601 try
602 {
603 PhysicsActor.Orientation = m_bodyRot;
604 }
605 catch (Exception e)
606 {
607 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
608 }
571 } 609 }
572// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 610// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
573 } 611 }
@@ -582,12 +620,20 @@ namespace OpenSim.Region.Framework.Scenes
582 } 620 }
583 621
584 public bool IsChildAgent { get; set; } 622 public bool IsChildAgent { get; set; }
623 public bool IsLoggingIn { get; set; }
585 624
586 /// <summary> 625 /// <summary>
587 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 626 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
588 /// </summary> 627 /// </summary>
589 public uint ParentID { get; set; } 628 public uint ParentID { get; set; }
590 629
630 public UUID ParentUUID
631 {
632 get { return m_parentUUID; }
633 set { m_parentUUID = value; }
634 }
635 private UUID m_parentUUID = UUID.Zero;
636
591 /// <summary> 637 /// <summary>
592 /// Are we sitting on an object? 638 /// Are we sitting on an object?
593 /// </summary> 639 /// </summary>
@@ -719,6 +765,7 @@ namespace OpenSim.Region.Framework.Scenes
719 AttachmentsSyncLock = new Object(); 765 AttachmentsSyncLock = new Object();
720 AllowMovement = true; 766 AllowMovement = true;
721 IsChildAgent = true; 767 IsChildAgent = true;
768 IsLoggingIn = false;
722 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 769 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
723 Animator = new ScenePresenceAnimator(this); 770 Animator = new ScenePresenceAnimator(this);
724 PresenceType = type; 771 PresenceType = type;
@@ -762,6 +809,33 @@ namespace OpenSim.Region.Framework.Scenes
762 Appearance = appearance; 809 Appearance = appearance;
763 } 810 }
764 811
812 private void RegionHeartbeatEnd(Scene scene)
813 {
814 if (IsChildAgent)
815 return;
816
817 m_movementAnimationUpdateCounter ++;
818 if (m_movementAnimationUpdateCounter >= 2)
819 {
820 m_movementAnimationUpdateCounter = 0;
821 if (Animator != null)
822 {
823 // If the parentID == 0 we are not sitting
824 // if !SitGournd then we are not sitting on the ground
825 // Fairly straightforward, now here comes the twist
826 // if ParentUUID is NOT UUID.Zero, we are looking to
827 // be sat on an object that isn't there yet. Should
828 // be treated as if sat.
829 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
830 Animator.UpdateMovementAnimations();
831 }
832 else
833 {
834 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
835 }
836 }
837 }
838
765 public void RegisterToEvents() 839 public void RegisterToEvents()
766 { 840 {
767 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 841 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -771,8 +845,10 @@ namespace OpenSim.Region.Framework.Scenes
771 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 845 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
772 ControllingClient.OnStartAnim += HandleStartAnim; 846 ControllingClient.OnStartAnim += HandleStartAnim;
773 ControllingClient.OnStopAnim += HandleStopAnim; 847 ControllingClient.OnStopAnim += HandleStopAnim;
848 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
774 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 849 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
775 ControllingClient.OnAutoPilotGo += MoveToTarget; 850 ControllingClient.OnAutoPilotGo += MoveToTarget;
851 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
776 852
777 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 853 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
778 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 854 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -831,10 +907,40 @@ namespace OpenSim.Region.Framework.Scenes
831 "[SCENE]: Upgrading child to root agent for {0} in {1}", 907 "[SCENE]: Upgrading child to root agent for {0} in {1}",
832 Name, m_scene.RegionInfo.RegionName); 908 Name, m_scene.RegionInfo.RegionName);
833 909
834 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
835
836 bool wasChild = IsChildAgent; 910 bool wasChild = IsChildAgent;
837 IsChildAgent = false; 911
912 if (ParentUUID != UUID.Zero)
913 {
914 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
915 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
916 if (part == null)
917 {
918 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
919 }
920 else
921 {
922 part.ParentGroup.AddAvatar(UUID);
923 if (part.SitTargetPosition != Vector3.Zero)
924 part.SitTargetAvatar = UUID;
925// ParentPosition = part.GetWorldPosition();
926 ParentID = part.LocalId;
927 ParentPart = part;
928 m_pos = m_prevSitOffset;
929// pos = ParentPosition;
930 pos = part.GetWorldPosition();
931 }
932 ParentUUID = UUID.Zero;
933
934 IsChildAgent = false;
935
936// Animator.TrySetMovementAnimation("SIT");
937 }
938 else
939 {
940 IsChildAgent = false;
941 IsLoggingIn = false;
942 }
943
838 944
839 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 945 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
840 if (gm != null) 946 if (gm != null)
@@ -844,62 +950,99 @@ namespace OpenSim.Region.Framework.Scenes
844 950
845 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 951 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
846 952
847 // Moved this from SendInitialData to ensure that Appearance is initialized 953 UUID groupUUID = UUID.Zero;
848 // before the inventory is processed in MakeRootAgent. This fixes a race condition 954 string GroupName = string.Empty;
849 // related to the handling of attachments 955 ulong groupPowers = 0;
850 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); 956
851 if (m_scene.TestBorderCross(pos, Cardinals.E)) 957 // ----------------------------------
958 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
959 try
852 { 960 {
853 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 961 if (gm != null)
854 pos.X = crossedBorder.BorderLine.Z - 1; 962 {
963 groupUUID = ControllingClient.ActiveGroupId;
964 GroupRecord record = gm.GetGroupRecord(groupUUID);
965 if (record != null)
966 GroupName = record.GroupName;
967 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
968 if (groupMembershipData != null)
969 groupPowers = groupMembershipData.GroupPowers;
970 }
971 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
972 Grouptitle);
855 } 973 }
856 974 catch (Exception e)
857 if (m_scene.TestBorderCross(pos, Cardinals.N))
858 { 975 {
859 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 976 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
860 pos.Y = crossedBorder.BorderLine.Z - 1;
861 } 977 }
978 // ------------------------------------
862 979
863 CheckAndAdjustLandingPoint(ref pos); 980 if (ParentID == 0)
864
865 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
866 { 981 {
867 m_log.WarnFormat( 982 // Moved this from SendInitialData to ensure that Appearance is initialized
868 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 983 // before the inventory is processed in MakeRootAgent. This fixes a race condition
869 pos, Name, UUID); 984 // related to the handling of attachments
985 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
986 if (m_scene.TestBorderCross(pos, Cardinals.E))
987 {
988 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
989 pos.X = crossedBorder.BorderLine.Z - 1;
990 }
870 991
871 if (pos.X < 0f) pos.X = 0f; 992 if (m_scene.TestBorderCross(pos, Cardinals.N))
872 if (pos.Y < 0f) pos.Y = 0f; 993 {
873 if (pos.Z < 0f) pos.Z = 0f; 994 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
874 } 995 pos.Y = crossedBorder.BorderLine.Z - 1;
996 }
875 997
876 float localAVHeight = 1.56f; 998 CheckAndAdjustLandingPoint(ref pos);
877 if (Appearance.AvatarHeight > 0)
878 localAVHeight = Appearance.AvatarHeight;
879 999
880 float posZLimit = 0; 1000 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1001 {
1002 m_log.WarnFormat(
1003 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1004 pos, Name, UUID);
881 1005
882 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1006 if (pos.X < 0f) pos.X = 0f;
883 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1007 if (pos.Y < 0f) pos.Y = 0f;
884 1008 if (pos.Z < 0f) pos.Z = 0f;
885 float newPosZ = posZLimit + localAVHeight / 2; 1009 }
886 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
887 {
888 pos.Z = newPosZ;
889 }
890 AbsolutePosition = pos;
891 1010
892 AddToPhysicalScene(isFlying); 1011 float localAVHeight = 1.56f;
1012 if (Appearance.AvatarHeight > 0)
1013 localAVHeight = Appearance.AvatarHeight;
893 1014
894 if (ForceFly) 1015 float posZLimit = 0;
895 {
896 Flying = true;
897 }
898 else if (FlyDisabled)
899 {
900 Flying = false;
901 }
902 1016
1017 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
1018 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
1019
1020 float newPosZ = posZLimit + localAVHeight / 2;
1021 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
1022 {
1023 pos.Z = newPosZ;
1024 }
1025 AbsolutePosition = pos;
1026
1027 if (m_teleportFlags == TeleportFlags.Default)
1028 {
1029 Vector3 vel = Velocity;
1030 AddToPhysicalScene(isFlying);
1031 if (PhysicsActor != null)
1032 PhysicsActor.SetMomentum(vel);
1033 }
1034 else
1035 AddToPhysicalScene(isFlying);
1036
1037 if (ForceFly)
1038 {
1039 Flying = true;
1040 }
1041 else if (FlyDisabled)
1042 {
1043 Flying = false;
1044 }
1045 }
903 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1046 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
904 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1047 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
905 // elsewhere anyway 1048 // elsewhere anyway
@@ -919,14 +1062,19 @@ namespace OpenSim.Region.Framework.Scenes
919 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1062 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
920 1063
921 // Resume scripts 1064 // Resume scripts
922 foreach (SceneObjectGroup sog in m_attachments) 1065 Util.FireAndForget(delegate(object x) {
923 { 1066 foreach (SceneObjectGroup sog in m_attachments)
924 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1067 {
925 sog.ResumeScripts(); 1068 sog.ScheduleGroupForFullUpdate();
926 } 1069 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1070 sog.ResumeScripts();
1071 }
1072 });
927 } 1073 }
928 } 1074 }
929 1075
1076 SendAvatarDataToAllAgents();
1077
930 // send the animations of the other presences to me 1078 // send the animations of the other presences to me
931 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1079 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
932 { 1080 {
@@ -937,9 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
937 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1085 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
938 // stall on the border crossing since the existing child agent will still have the last movement 1086 // stall on the border crossing since the existing child agent will still have the last movement
939 // recorded, which stops the input from being processed. 1087 // recorded, which stops the input from being processed.
1088
940 MovementFlag = 0; 1089 MovementFlag = 0;
941 1090
942 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1091 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1092
1093 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
943 } 1094 }
944 1095
945 public int GetStateSource() 1096 public int GetStateSource()
@@ -967,12 +1118,16 @@ namespace OpenSim.Region.Framework.Scenes
967 /// </remarks> 1118 /// </remarks>
968 public void MakeChildAgent() 1119 public void MakeChildAgent()
969 { 1120 {
1121 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1122
970 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1123 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
971 1124
972 // Reset these so that teleporting in and walking out isn't seen 1125 // Reset these so that teleporting in and walking out isn't seen
973 // as teleporting back 1126 // as teleporting back
974 TeleportFlags = TeleportFlags.Default; 1127 TeleportFlags = TeleportFlags.Default;
975 1128
1129 MovementFlag = 0;
1130
976 // It looks like Animator is set to null somewhere, and MakeChild 1131 // It looks like Animator is set to null somewhere, and MakeChild
977 // is called after that. Probably in aborted teleports. 1132 // is called after that. Probably in aborted teleports.
978 if (Animator == null) 1133 if (Animator == null)
@@ -980,6 +1135,7 @@ namespace OpenSim.Region.Framework.Scenes
980 else 1135 else
981 Animator.ResetAnimations(); 1136 Animator.ResetAnimations();
982 1137
1138
983// m_log.DebugFormat( 1139// m_log.DebugFormat(
984// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1140// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
985// Name, UUID, m_scene.RegionInfo.RegionName); 1141// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -991,6 +1147,7 @@ namespace OpenSim.Region.Framework.Scenes
991 IsChildAgent = true; 1147 IsChildAgent = true;
992 m_scene.SwapRootAgentCount(true); 1148 m_scene.SwapRootAgentCount(true);
993 RemoveFromPhysicalScene(); 1149 RemoveFromPhysicalScene();
1150 ParentID = 0; // Child agents can't be sitting
994 1151
995 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1152 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
996 1153
@@ -1006,9 +1163,9 @@ namespace OpenSim.Region.Framework.Scenes
1006 { 1163 {
1007// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1164// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1008 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1165 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1009 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1010 PhysicsActor.UnSubscribeEvents();
1011 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1166 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1167 PhysicsActor.UnSubscribeEvents();
1168 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1012 PhysicsActor = null; 1169 PhysicsActor = null;
1013 } 1170 }
1014// else 1171// else
@@ -1025,7 +1182,7 @@ namespace OpenSim.Region.Framework.Scenes
1025 /// <param name="pos"></param> 1182 /// <param name="pos"></param>
1026 public void Teleport(Vector3 pos) 1183 public void Teleport(Vector3 pos)
1027 { 1184 {
1028 TeleportWithMomentum(pos, null); 1185 TeleportWithMomentum(pos, Vector3.Zero);
1029 } 1186 }
1030 1187
1031 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1188 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1049,6 +1206,41 @@ namespace OpenSim.Region.Framework.Scenes
1049 SendTerseUpdateToAllClients(); 1206 SendTerseUpdateToAllClients();
1050 } 1207 }
1051 1208
1209 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1210 {
1211 CheckLandingPoint(ref newpos);
1212 AbsolutePosition = newpos;
1213
1214 if (newvel.HasValue)
1215 {
1216 if ((Vector3)newvel == Vector3.Zero)
1217 {
1218 if (PhysicsActor != null)
1219 PhysicsActor.SetMomentum(Vector3.Zero);
1220 m_velocity = Vector3.Zero;
1221 }
1222 else
1223 {
1224 if (PhysicsActor != null)
1225 PhysicsActor.SetMomentum((Vector3)newvel);
1226 m_velocity = (Vector3)newvel;
1227
1228 if (rotateToVelXY)
1229 {
1230 Vector3 lookAt = (Vector3)newvel;
1231 lookAt.Z = 0;
1232 lookAt.Normalize();
1233 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1234 return;
1235 }
1236 }
1237 }
1238
1239 SendTerseUpdateToAllClients();
1240 }
1241
1242
1243
1052 public void StopFlying() 1244 public void StopFlying()
1053 { 1245 {
1054 ControllingClient.StopFlying(this); 1246 ControllingClient.StopFlying(this);
@@ -1218,6 +1410,13 @@ namespace OpenSim.Region.Framework.Scenes
1218 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1410 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1219 } 1411 }
1220 1412
1413 public void SetSize(Vector3 size, float feetoffset)
1414 {
1415 if (PhysicsActor != null && !IsChildAgent)
1416 PhysicsActor.setAvatarSize(size, feetoffset);
1417
1418 }
1419
1221 /// <summary> 1420 /// <summary>
1222 /// Complete Avatar's movement into the region. 1421 /// Complete Avatar's movement into the region.
1223 /// </summary> 1422 /// </summary>
@@ -1237,7 +1436,8 @@ namespace OpenSim.Region.Framework.Scenes
1237 1436
1238 Vector3 look = Velocity; 1437 Vector3 look = Velocity;
1239 1438
1240 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1439 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1440 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1241 { 1441 {
1242 look = new Vector3(0.99f, 0.042f, 0); 1442 look = new Vector3(0.99f, 0.042f, 0);
1243 } 1443 }
@@ -1287,13 +1487,15 @@ namespace OpenSim.Region.Framework.Scenes
1287 // Create child agents in neighbouring regions 1487 // Create child agents in neighbouring regions
1288 if (openChildAgents && !IsChildAgent) 1488 if (openChildAgents && !IsChildAgent)
1289 { 1489 {
1490
1290 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1491 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1291 if (m_agentTransfer != null) 1492 if (m_agentTransfer != null)
1292 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1493 m_agentTransfer.EnableChildAgents(this);
1293 1494
1294 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1495 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1295 if (friendsModule != null) 1496 if (friendsModule != null)
1296 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1497 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1498
1297 } 1499 }
1298 1500
1299// m_log.DebugFormat( 1501// m_log.DebugFormat(
@@ -1309,35 +1511,43 @@ namespace OpenSim.Region.Framework.Scenes
1309 /// <param name="collisionPoint"></param> 1511 /// <param name="collisionPoint"></param>
1310 /// <param name="localid"></param> 1512 /// <param name="localid"></param>
1311 /// <param name="distance"></param> 1513 /// <param name="distance"></param>
1514 ///
1515
1516 private void UpdateCameraCollisionPlane(Vector4 plane)
1517 {
1518 if (m_lastCameraCollisionPlane != plane)
1519 {
1520 m_lastCameraCollisionPlane = plane;
1521 ControllingClient.SendCameraConstraint(plane);
1522 }
1523 }
1524
1312 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1525 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1313 { 1526 {
1314 const float POSITION_TOLERANCE = 0.02f; 1527 const float POSITION_TOLERANCE = 0.02f;
1315 const float VELOCITY_TOLERANCE = 0.02f;
1316 const float ROTATION_TOLERANCE = 0.02f; 1528 const float ROTATION_TOLERANCE = 0.02f;
1317 1529
1318 if (m_followCamAuto) 1530 m_doingCamRayCast = false;
1531 if (hitYN && localid != LocalId)
1319 { 1532 {
1320 if (hitYN) 1533 CameraConstraintActive = true;
1321 { 1534 pNormal.X = (float)Math.Round(pNormal.X, 2);
1322 CameraConstraintActive = true; 1535 pNormal.Y = (float)Math.Round(pNormal.Y, 2);
1323 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1536 pNormal.Z = (float)Math.Round(pNormal.Z, 2);
1324 1537 pNormal.Normalize();
1325 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1538 collisionPoint.X = (float)Math.Round(collisionPoint.X, 1);
1326 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1539 collisionPoint.Y = (float)Math.Round(collisionPoint.Y, 1);
1327 } 1540 collisionPoint.Z = (float)Math.Round(collisionPoint.Z, 1);
1328 else 1541
1329 { 1542 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
1330 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1543 UpdateCameraCollisionPlane(plane);
1331 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1544 }
1332 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1545 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1333 { 1546 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1334 if (CameraConstraintActive) 1547 {
1335 { 1548 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1336 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1549 UpdateCameraCollisionPlane(plane);
1337 CameraConstraintActive = false; 1550 CameraConstraintActive = false;
1338 }
1339 }
1340 }
1341 } 1551 }
1342 } 1552 }
1343 1553
@@ -1412,12 +1622,6 @@ namespace OpenSim.Region.Framework.Scenes
1412 // DrawDistance = agentData.Far; 1622 // DrawDistance = agentData.Far;
1413 DrawDistance = Scene.DefaultDrawDistance; 1623 DrawDistance = Scene.DefaultDrawDistance;
1414 1624
1415 // Check if Client has camera in 'follow cam' or 'build' mode.
1416 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1417
1418 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1419 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1420
1421 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1625 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1422 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1626 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1423 1627
@@ -1437,14 +1641,38 @@ namespace OpenSim.Region.Framework.Scenes
1437 StandUp(); 1641 StandUp();
1438 } 1642 }
1439 1643
1440 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1441 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1644 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1442 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1645 // this exclude checks may not be complete
1646
1647 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1443 { 1648 {
1444 if (m_followCamAuto) 1649 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1650 {
1651 Vector3 posAdjusted = AbsolutePosition;
1652// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1653 posAdjusted.Z += 1.0f; // viewer current camera focus point
1654 Vector3 tocam = CameraPosition - posAdjusted;
1655 tocam.X = (float)Math.Round(tocam.X, 1);
1656 tocam.Y = (float)Math.Round(tocam.Y, 1);
1657 tocam.Z = (float)Math.Round(tocam.Z, 1);
1658
1659 float distTocamlen = tocam.Length();
1660 if (distTocamlen > 0.3f)
1661 {
1662 tocam *= (1.0f / distTocamlen);
1663 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1664 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1665 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1666
1667 m_doingCamRayCast = true;
1668 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1669 }
1670 }
1671 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1445 { 1672 {
1446 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1673 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1447 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1674 UpdateCameraCollisionPlane(plane);
1675 CameraConstraintActive = false;
1448 } 1676 }
1449 } 1677 }
1450 1678
@@ -1913,7 +2141,8 @@ namespace OpenSim.Region.Framework.Scenes
1913// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2141// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1914 2142
1915 MovingToTarget = false; 2143 MovingToTarget = false;
1916 MoveToPositionTarget = Vector3.Zero; 2144// MoveToPositionTarget = Vector3.Zero;
2145 m_forceToApply = null; // cancel possible last action
1917 2146
1918 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2147 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1919 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2148 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -1931,12 +2160,17 @@ namespace OpenSim.Region.Framework.Scenes
1931// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2160// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1932 2161
1933 SitGround = false; 2162 SitGround = false;
2163
2164/* move this down so avatar gets physical in the new position and not where it is siting
1934 if (PhysicsActor == null) 2165 if (PhysicsActor == null)
1935 AddToPhysicalScene(false); 2166 AddToPhysicalScene(false);
2167 */
1936 2168
1937 if (ParentID != 0) 2169 if (ParentID != 0)
1938 { 2170 {
1939 SceneObjectPart part = ParentPart; 2171 SceneObjectPart part = ParentPart;
2172 UnRegisterSeatControls(part.ParentGroup.UUID);
2173
1940 TaskInventoryDictionary taskIDict = part.TaskInventory; 2174 TaskInventoryDictionary taskIDict = part.TaskInventory;
1941 if (taskIDict != null) 2175 if (taskIDict != null)
1942 { 2176 {
@@ -1952,14 +2186,22 @@ namespace OpenSim.Region.Framework.Scenes
1952 } 2186 }
1953 } 2187 }
1954 2188
1955 ParentPosition = part.GetWorldPosition(); 2189 part.ParentGroup.DeleteAvatar(UUID);
2190// ParentPosition = part.GetWorldPosition();
1956 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2191 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1957 2192
1958 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2193// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1959 ParentPosition = Vector3.Zero; 2194// ParentPosition = Vector3.Zero;
2195 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2196 if (part.SitTargetAvatar == UUID)
2197 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1960 2198
1961 ParentID = 0; 2199 ParentID = 0;
1962 ParentPart = null; 2200 ParentPart = null;
2201
2202 if (PhysicsActor == null)
2203 AddToPhysicalScene(false);
2204
1963 SendAvatarDataToAllAgents(); 2205 SendAvatarDataToAllAgents();
1964 m_requestedSitTargetID = 0; 2206 m_requestedSitTargetID = 0;
1965 2207
@@ -1969,6 +2211,9 @@ namespace OpenSim.Region.Framework.Scenes
1969 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2211 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1970 } 2212 }
1971 2213
2214 else if (PhysicsActor == null)
2215 AddToPhysicalScene(false);
2216
1972 Animator.TrySetMovementAnimation("STAND"); 2217 Animator.TrySetMovementAnimation("STAND");
1973 } 2218 }
1974 2219
@@ -2016,11 +2261,8 @@ namespace OpenSim.Region.Framework.Scenes
2016 if (part == null) 2261 if (part == null)
2017 return; 2262 return;
2018 2263
2019 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2020 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2021
2022 if (PhysicsActor != null) 2264 if (PhysicsActor != null)
2023 m_sitAvatarHeight = PhysicsActor.Size.Z; 2265 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2024 2266
2025 bool canSit = false; 2267 bool canSit = false;
2026 Vector3 pos = part.AbsolutePosition + offset; 2268 Vector3 pos = part.AbsolutePosition + offset;
@@ -2037,31 +2279,31 @@ namespace OpenSim.Region.Framework.Scenes
2037 } 2279 }
2038 else 2280 else
2039 { 2281 {
2282 if (PhysicsSit(part,offset)) // physics engine
2283 return;
2284
2040 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2285 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2041 { 2286 {
2042// m_log.DebugFormat(
2043// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2044// Name, part.Name, part.LocalId);
2045 2287
2046 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2288 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2047 canSit = true; 2289 canSit = true;
2048 } 2290 }
2049// else
2050// {
2051// m_log.DebugFormat(
2052// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2053// Name, part.Name, part.LocalId);
2054// }
2055 } 2291 }
2056 2292
2057 if (canSit) 2293 if (canSit)
2058 { 2294 {
2295
2059 if (PhysicsActor != null) 2296 if (PhysicsActor != null)
2060 { 2297 {
2061 // We can remove the physicsActor until they stand up. 2298 // We can remove the physicsActor until they stand up.
2062 RemoveFromPhysicalScene(); 2299 RemoveFromPhysicalScene();
2063 } 2300 }
2064 2301
2302 if (MovingToTarget)
2303 ResetMoveToTarget();
2304
2305 Velocity = Vector3.Zero;
2306
2065 part.AddSittingAvatar(UUID); 2307 part.AddSittingAvatar(UUID);
2066 2308
2067 cameraAtOffset = part.GetCameraAtOffset(); 2309 cameraAtOffset = part.GetCameraAtOffset();
@@ -2069,7 +2311,7 @@ namespace OpenSim.Region.Framework.Scenes
2069 forceMouselook = part.GetForceMouselook(); 2311 forceMouselook = part.GetForceMouselook();
2070 2312
2071 ControllingClient.SendSitResponse( 2313 ControllingClient.SendSitResponse(
2072 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2314 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2073 2315
2074 m_requestedSitTargetUUID = targetID; 2316 m_requestedSitTargetUUID = targetID;
2075 2317
@@ -2083,6 +2325,9 @@ namespace OpenSim.Region.Framework.Scenes
2083 2325
2084 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2326 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2085 { 2327 {
2328 if (IsChildAgent)
2329 return;
2330
2086 if (ParentID != 0) 2331 if (ParentID != 0)
2087 { 2332 {
2088 if (ParentPart.UUID == targetID) 2333 if (ParentPart.UUID == targetID)
@@ -2098,14 +2343,6 @@ namespace OpenSim.Region.Framework.Scenes
2098 m_requestedSitTargetID = part.LocalId; 2343 m_requestedSitTargetID = part.LocalId;
2099 m_requestedSitTargetUUID = targetID; 2344 m_requestedSitTargetUUID = targetID;
2100 2345
2101// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2102
2103 if (m_scene.PhysicsScene.SupportsRayCast())
2104 {
2105 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2106 //SitRayCastAvatarPosition(part);
2107 //return;
2108 }
2109 } 2346 }
2110 else 2347 else
2111 { 2348 {
@@ -2115,197 +2352,111 @@ namespace OpenSim.Region.Framework.Scenes
2115 SendSitResponse(targetID, offset, Quaternion.Identity); 2352 SendSitResponse(targetID, offset, Quaternion.Identity);
2116 } 2353 }
2117 2354
2118 /* 2355 // returns false if does not suport so older sit can be tried
2119 public void SitRayCastAvatarPosition(SceneObjectPart part) 2356 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2120 { 2357 {
2121 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2358 if (part == null || part.ParentGroup.IsAttachment)
2122 Vector3 StartRayCastPosition = AbsolutePosition;
2123 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2124 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2125 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2126 }
2127
2128 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2129 {
2130 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2131 if (part != null)
2132 {
2133 if (hitYN)
2134 {
2135 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2136 {
2137 SitRaycastFindEdge(collisionPoint, normal);
2138 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2139 }
2140 else
2141 {
2142 SitRayCastAvatarPositionCameraZ(part);
2143 }
2144 }
2145 else
2146 {
2147 SitRayCastAvatarPositionCameraZ(part);
2148 }
2149 }
2150 else
2151 { 2359 {
2152 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2360 return true;
2153 m_requestedSitTargetUUID = UUID.Zero;
2154 m_requestedSitTargetID = 0;
2155 m_requestedSitOffset = Vector3.Zero;
2156 } 2361 }
2157 2362
2158 } 2363 if ( m_scene.PhysicsScene == null)
2364 return false;
2159 2365
2160 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2366 if (part.PhysActor == null)
2161 {
2162 // Next, try to raycast from the camera Z position
2163 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2164 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2165 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2166 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2167 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2168 }
2169
2170 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2171 {
2172 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2173 if (part != null)
2174 { 2367 {
2175 if (hitYN) 2368 // none physcis shape
2176 { 2369 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2177 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2370 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2178 {
2179 SitRaycastFindEdge(collisionPoint, normal);
2180 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2181 }
2182 else
2183 {
2184 SitRayCastCameraPosition(part);
2185 }
2186 }
2187 else 2371 else
2188 { 2372 { // non physical phantom TODO
2189 SitRayCastCameraPosition(part); 2373 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2374 return false;
2190 } 2375 }
2191 } 2376 return true;
2192 else
2193 {
2194 ControllingClient.SendAlertMessage("Sit position no longer exists");
2195 m_requestedSitTargetUUID = UUID.Zero;
2196 m_requestedSitTargetID = 0;
2197 m_requestedSitOffset = Vector3.Zero;
2198 } 2377 }
2199 2378
2200 }
2201 2379
2202 public void SitRayCastCameraPosition(SceneObjectPart part) 2380 // not doing autopilot
2203 { 2381 m_requestedSitTargetID = 0;
2204 // Next, try to raycast from the camera position
2205 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2206 Vector3 StartRayCastPosition = CameraPosition;
2207 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2208 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2209 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2210 }
2211 2382
2212 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2383 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2213 { 2384 return true;
2214 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2215 if (part != null)
2216 {
2217 if (hitYN)
2218 {
2219 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2220 {
2221 SitRaycastFindEdge(collisionPoint, normal);
2222 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2223 }
2224 else
2225 {
2226 SitRayHorizontal(part);
2227 }
2228 }
2229 else
2230 {
2231 SitRayHorizontal(part);
2232 }
2233 }
2234 else
2235 {
2236 ControllingClient.SendAlertMessage("Sit position no longer exists");
2237 m_requestedSitTargetUUID = UUID.Zero;
2238 m_requestedSitTargetID = 0;
2239 m_requestedSitOffset = Vector3.Zero;
2240 }
2241 2385
2386 return false;
2242 } 2387 }
2243 2388
2244 public void SitRayHorizontal(SceneObjectPart part) 2389
2390 private bool CanEnterLandPosition(Vector3 testPos)
2245 { 2391 {
2246 // Next, try to raycast from the avatar position to fwd 2392 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2247 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2393
2248 Vector3 StartRayCastPosition = CameraPosition; 2394 if (land == null || land.LandData.Name == "NO_LAND")
2249 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2395 return true;
2250 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2396
2251 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2397 return land.CanBeOnThisLand(UUID,testPos.Z);
2252 } 2398 }
2253 2399
2254 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2400 // status
2401 // < 0 ignore
2402 // 0 bad sit spot
2403 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2255 { 2404 {
2256 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2405 if (status < 0)
2257 if (part != null) 2406 return;
2407
2408 if (status == 0)
2258 { 2409 {
2259 if (hitYN) 2410 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2260 { 2411 return;
2261 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2262 {
2263 SitRaycastFindEdge(collisionPoint, normal);
2264 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2265 // Next, try to raycast from the camera position
2266 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2267 Vector3 StartRayCastPosition = CameraPosition;
2268 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2269 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2270 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2271 }
2272 else
2273 {
2274 ControllingClient.SendAlertMessage("Sit position not accessable.");
2275 m_requestedSitTargetUUID = UUID.Zero;
2276 m_requestedSitTargetID = 0;
2277 m_requestedSitOffset = Vector3.Zero;
2278 }
2279 }
2280 else
2281 {
2282 ControllingClient.SendAlertMessage("Sit position not accessable.");
2283 m_requestedSitTargetUUID = UUID.Zero;
2284 m_requestedSitTargetID = 0;
2285 m_requestedSitOffset = Vector3.Zero;
2286 }
2287 } 2412 }
2288 else 2413
2414 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2415 if (part == null)
2416 return;
2417
2418 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2419 if(!CanEnterLandPosition(targetPos))
2289 { 2420 {
2290 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2421 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2291 m_requestedSitTargetUUID = UUID.Zero; 2422 return;
2292 m_requestedSitTargetID = 0;
2293 m_requestedSitOffset = Vector3.Zero;
2294 } 2423 }
2295 2424
2296 } 2425 RemoveFromPhysicalScene();
2297 2426
2298 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2427 if (MovingToTarget)
2299 { 2428 ResetMoveToTarget();
2300 int i = 0; 2429
2301 //throw new NotImplementedException(); 2430 Velocity = Vector3.Zero;
2302 //m_requestedSitTargetUUID = UUID.Zero; 2431
2303 //m_requestedSitTargetID = 0; 2432 part.AddSittingAvatar(UUID);
2304 //m_requestedSitOffset = Vector3.Zero;
2305 2433
2306 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2434 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2435 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2436 bool forceMouselook = part.GetForceMouselook();
2437
2438 ControllingClient.SendSitResponse(
2439 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2440
2441 // not using autopilot
2442
2443 Rotation = Orientation;
2444 m_pos = offset;
2445
2446 m_requestedSitTargetID = 0;
2447 part.ParentGroup.AddAvatar(UUID);
2448
2449 ParentPart = part;
2450 ParentID = part.LocalId;
2451 if(status == 3)
2452 Animator.TrySetMovementAnimation("SIT_GROUND");
2453 else
2454 Animator.TrySetMovementAnimation("SIT");
2455 SendAvatarDataToAllAgents();
2456
2457 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2307 } 2458 }
2308 */ 2459
2309 2460
2310 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2461 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2311 { 2462 {
@@ -2322,6 +2473,7 @@ namespace OpenSim.Region.Framework.Scenes
2322 return; 2473 return;
2323 } 2474 }
2324 2475
2476
2325 if (part.SitTargetAvatar == UUID) 2477 if (part.SitTargetAvatar == UUID)
2326 { 2478 {
2327 Vector3 sitTargetPos = part.SitTargetPosition; 2479 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2336,14 +2488,39 @@ namespace OpenSim.Region.Framework.Scenes
2336 2488
2337 //Quaternion result = (sitTargetOrient * vq) * nq; 2489 //Quaternion result = (sitTargetOrient * vq) * nq;
2338 2490
2339 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2491 double x, y, z, m;
2492
2493 Quaternion r = sitTargetOrient;
2494 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2495
2496 if (Math.Abs(1.0 - m) > 0.000001)
2497 {
2498 m = 1.0 / Math.Sqrt(m);
2499 r.X *= (float)m;
2500 r.Y *= (float)m;
2501 r.Z *= (float)m;
2502 r.W *= (float)m;
2503 }
2504
2505 x = 2 * (r.X * r.Z + r.Y * r.W);
2506 y = 2 * (-r.X * r.W + r.Y * r.Z);
2507 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2508
2509 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2510 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2511
2512 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2513
2514// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2340 Rotation = sitTargetOrient; 2515 Rotation = sitTargetOrient;
2341 ParentPosition = part.AbsolutePosition; 2516// ParentPosition = part.AbsolutePosition;
2517 part.ParentGroup.AddAvatar(UUID);
2342 } 2518 }
2343 else 2519 else
2344 { 2520 {
2345 m_pos -= part.AbsolutePosition; 2521 m_pos -= part.AbsolutePosition;
2346 ParentPosition = part.AbsolutePosition; 2522// ParentPosition = part.AbsolutePosition;
2523 part.ParentGroup.AddAvatar(UUID);
2347 2524
2348// m_log.DebugFormat( 2525// m_log.DebugFormat(
2349// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2526// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2394,6 +2571,13 @@ namespace OpenSim.Region.Framework.Scenes
2394 Animator.RemoveAnimation(animID, false); 2571 Animator.RemoveAnimation(animID, false);
2395 } 2572 }
2396 2573
2574 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2575 {
2576 Animator.avnChangeAnim(animID, addRemove, sendPack);
2577 }
2578
2579
2580
2397 /// <summary> 2581 /// <summary>
2398 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2582 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2399 /// </summary> 2583 /// </summary>
@@ -2447,14 +2631,15 @@ namespace OpenSim.Region.Framework.Scenes
2447 direc.Z *= 2.6f; 2631 direc.Z *= 2.6f;
2448 2632
2449 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2633 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2450 Animator.TrySetMovementAnimation("PREJUMP"); 2634// Animator.TrySetMovementAnimation("PREJUMP");
2451 Animator.TrySetMovementAnimation("JUMP"); 2635// Animator.TrySetMovementAnimation("JUMP");
2452 } 2636 }
2453 } 2637 }
2454 } 2638 }
2455 2639
2456 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2640 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2457 m_forceToApply = direc; 2641 m_forceToApply = direc;
2642 Animator.UpdateMovementAnimations();
2458 } 2643 }
2459 2644
2460 #endregion 2645 #endregion
@@ -2472,16 +2657,12 @@ namespace OpenSim.Region.Framework.Scenes
2472 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2657 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2473 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2658 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2474 // storing a requested force instead of an actual traveling velocity 2659 // storing a requested force instead of an actual traveling velocity
2660 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2661 SendAvatarDataToAllAgents();
2475 2662
2476 // Throw away duplicate or insignificant updates 2663 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2477 if ( 2664 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2478 // If the velocity has become zero, send it no matter what. 2665 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2479 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2480 // otherwise, if things have changed reasonably, send the update
2481 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2482 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2483 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2484
2485 { 2666 {
2486 SendTerseUpdateToAllClients(); 2667 SendTerseUpdateToAllClients();
2487 2668
@@ -2670,6 +2851,8 @@ namespace OpenSim.Region.Framework.Scenes
2670 return; 2851 return;
2671 } 2852 }
2672 2853
2854 m_lastSize = Appearance.AvatarSize;
2855
2673 int count = 0; 2856 int count = 0;
2674 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2857 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2675 { 2858 {
@@ -2777,6 +2960,8 @@ namespace OpenSim.Region.Framework.Scenes
2777 2960
2778 avatar.ControllingClient.SendAppearance( 2961 avatar.ControllingClient.SendAppearance(
2779 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 2962 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
2963
2964
2780 } 2965 }
2781 2966
2782 #endregion 2967 #endregion
@@ -2851,8 +3036,9 @@ namespace OpenSim.Region.Framework.Scenes
2851 3036
2852 // If we don't have a PhysActor, we can't cross anyway 3037 // If we don't have a PhysActor, we can't cross anyway
2853 // Also don't do this while sat, sitting avatars cross with the 3038 // Also don't do this while sat, sitting avatars cross with the
2854 // object they sit on. 3039 // object they sit on. ParentUUID denoted a pending sit, don't
2855 if (ParentID != 0 || PhysicsActor == null) 3040 // interfere with it.
3041 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2856 return; 3042 return;
2857 3043
2858 if (!IsInTransit) 3044 if (!IsInTransit)
@@ -3113,6 +3299,10 @@ namespace OpenSim.Region.Framework.Scenes
3113 } 3299 }
3114 3300
3115 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3301 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3302 private void RaiseUpdateThrottles()
3303 {
3304 m_scene.EventManager.TriggerThrottleUpdate(this);
3305 }
3116 /// <summary> 3306 /// <summary>
3117 /// This updates important decision making data about a child agent 3307 /// This updates important decision making data about a child agent
3118 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3308 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3193,6 +3383,9 @@ namespace OpenSim.Region.Framework.Scenes
3193 cAgent.AlwaysRun = SetAlwaysRun; 3383 cAgent.AlwaysRun = SetAlwaysRun;
3194 3384
3195 cAgent.Appearance = new AvatarAppearance(Appearance); 3385 cAgent.Appearance = new AvatarAppearance(Appearance);
3386
3387 cAgent.ParentPart = ParentUUID;
3388 cAgent.SitOffset = m_pos;
3196 3389
3197 lock (scriptedcontrols) 3390 lock (scriptedcontrols)
3198 { 3391 {
@@ -3201,7 +3394,7 @@ namespace OpenSim.Region.Framework.Scenes
3201 3394
3202 foreach (ScriptControllers c in scriptedcontrols.Values) 3395 foreach (ScriptControllers c in scriptedcontrols.Values)
3203 { 3396 {
3204 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3397 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3205 } 3398 }
3206 cAgent.Controllers = controls; 3399 cAgent.Controllers = controls;
3207 } 3400 }
@@ -3234,6 +3427,8 @@ namespace OpenSim.Region.Framework.Scenes
3234 CameraAtAxis = cAgent.AtAxis; 3427 CameraAtAxis = cAgent.AtAxis;
3235 CameraLeftAxis = cAgent.LeftAxis; 3428 CameraLeftAxis = cAgent.LeftAxis;
3236 CameraUpAxis = cAgent.UpAxis; 3429 CameraUpAxis = cAgent.UpAxis;
3430 ParentUUID = cAgent.ParentPart;
3431 m_prevSitOffset = cAgent.SitOffset;
3237 3432
3238 // When we get to the point of re-computing neighbors everytime this 3433 // When we get to the point of re-computing neighbors everytime this
3239 // changes, then start using the agent's drawdistance rather than the 3434 // changes, then start using the agent's drawdistance rather than the
@@ -3271,6 +3466,7 @@ namespace OpenSim.Region.Framework.Scenes
3271 foreach (ControllerData c in cAgent.Controllers) 3466 foreach (ControllerData c in cAgent.Controllers)
3272 { 3467 {
3273 ScriptControllers sc = new ScriptControllers(); 3468 ScriptControllers sc = new ScriptControllers();
3469 sc.objectID = c.ObjectID;
3274 sc.itemID = c.ItemID; 3470 sc.itemID = c.ItemID;
3275 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3471 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3276 sc.eventControls = (ScriptControlled)c.EventControls; 3472 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3338,20 +3534,27 @@ namespace OpenSim.Region.Framework.Scenes
3338 } 3534 }
3339 3535
3340 if (Appearance.AvatarHeight == 0) 3536 if (Appearance.AvatarHeight == 0)
3341 Appearance.SetHeight(); 3537// Appearance.SetHeight();
3538 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3342 3539
3343 PhysicsScene scene = m_scene.PhysicsScene; 3540 PhysicsScene scene = m_scene.PhysicsScene;
3344 3541
3345 Vector3 pVec = AbsolutePosition; 3542 Vector3 pVec = AbsolutePosition;
3346 3543
3544/*
3347 PhysicsActor = scene.AddAvatar( 3545 PhysicsActor = scene.AddAvatar(
3348 LocalId, Firstname + "." + Lastname, pVec, 3546 LocalId, Firstname + "." + Lastname, pVec,
3349 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3547 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3548*/
3549
3550 PhysicsActor = scene.AddAvatar(
3551 LocalId, Firstname + "." + Lastname, pVec,
3552 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3350 3553
3351 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3554 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3352 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3555 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3353 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3556 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3354 PhysicsActor.SubscribeEvents(500); 3557 PhysicsActor.SubscribeEvents(100);
3355 PhysicsActor.LocalID = LocalId; 3558 PhysicsActor.LocalID = LocalId;
3356 } 3559 }
3357 3560
@@ -3365,6 +3568,7 @@ namespace OpenSim.Region.Framework.Scenes
3365 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3568 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3366 } 3569 }
3367 3570
3571
3368 /// <summary> 3572 /// <summary>
3369 /// Event called by the physics plugin to tell the avatar about a collision. 3573 /// Event called by the physics plugin to tell the avatar about a collision.
3370 /// </summary> 3574 /// </summary>
@@ -3378,7 +3582,7 @@ namespace OpenSim.Region.Framework.Scenes
3378 /// <param name="e"></param> 3582 /// <param name="e"></param>
3379 public void PhysicsCollisionUpdate(EventArgs e) 3583 public void PhysicsCollisionUpdate(EventArgs e)
3380 { 3584 {
3381 if (IsChildAgent) 3585 if (IsChildAgent || Animator == null)
3382 return; 3586 return;
3383 3587
3384 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3588 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3394,7 +3598,6 @@ namespace OpenSim.Region.Framework.Scenes
3394 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3598 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3395 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3599 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3396 3600
3397 CollisionPlane = Vector4.UnitW;
3398 3601
3399// // No collisions at all means we may be flying. Update always 3602// // No collisions at all means we may be flying. Update always
3400// // to make falling work 3603// // to make falling work
@@ -3406,6 +3609,7 @@ namespace OpenSim.Region.Framework.Scenes
3406 3609
3407 if (coldata.Count != 0) 3610 if (coldata.Count != 0)
3408 { 3611 {
3612/*
3409 switch (Animator.CurrentMovementAnimation) 3613 switch (Animator.CurrentMovementAnimation)
3410 { 3614 {
3411 case "STAND": 3615 case "STAND":
@@ -3414,24 +3618,38 @@ namespace OpenSim.Region.Framework.Scenes
3414 case "CROUCH": 3618 case "CROUCH":
3415 case "CROUCHWALK": 3619 case "CROUCHWALK":
3416 { 3620 {
3621 */
3417 ContactPoint lowest; 3622 ContactPoint lowest;
3418 lowest.SurfaceNormal = Vector3.Zero; 3623 lowest.SurfaceNormal = Vector3.Zero;
3419 lowest.Position = Vector3.Zero; 3624 lowest.Position = Vector3.Zero;
3420 lowest.Position.Z = Single.NaN; 3625 lowest.Position.Z = float.MaxValue;
3421 3626
3422 foreach (ContactPoint contact in coldata.Values) 3627 foreach (ContactPoint contact in coldata.Values)
3423 { 3628 {
3424 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3629
3630 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3425 { 3631 {
3426 lowest = contact; 3632 lowest = contact;
3427 } 3633 }
3428 } 3634 }
3429 3635
3430 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3636 if (lowest.Position.Z != float.MaxValue)
3637 {
3638 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3639 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3640 }
3641 else
3642 CollisionPlane = Vector4.UnitW;
3643/*
3431 } 3644 }
3432 break; 3645 break;
3433 } 3646 }
3647*/
3434 } 3648 }
3649 else
3650 CollisionPlane = Vector4.UnitW;
3651
3652 RaiseCollisionScriptEvents(coldata);
3435 3653
3436 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3654 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3437 if (Invulnerable || GodLevel > 0) 3655 if (Invulnerable || GodLevel > 0)
@@ -3530,6 +3748,13 @@ namespace OpenSim.Region.Framework.Scenes
3530 // m_reprioritizationTimer.Dispose(); 3748 // m_reprioritizationTimer.Dispose();
3531 3749
3532 RemoveFromPhysicalScene(); 3750 RemoveFromPhysicalScene();
3751
3752 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3753
3754// if (Animator != null)
3755// Animator.Close();
3756 Animator = null;
3757
3533 } 3758 }
3534 3759
3535 public void AddAttachment(SceneObjectGroup gobj) 3760 public void AddAttachment(SceneObjectGroup gobj)
@@ -3763,10 +3988,18 @@ namespace OpenSim.Region.Framework.Scenes
3763 3988
3764 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3989 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3765 { 3990 {
3991 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3992 if (p == null)
3993 return;
3994
3995 ControllingClient.SendTakeControls(controls, false, false);
3996 ControllingClient.SendTakeControls(controls, true, false);
3997
3766 ScriptControllers obj = new ScriptControllers(); 3998 ScriptControllers obj = new ScriptControllers();
3767 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3999 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3768 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4000 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3769 4001
4002 obj.objectID = p.ParentGroup.UUID;
3770 obj.itemID = Script_item_UUID; 4003 obj.itemID = Script_item_UUID;
3771 if (pass_on == 0 && accept == 0) 4004 if (pass_on == 0 && accept == 0)
3772 { 4005 {
@@ -3815,6 +4048,21 @@ namespace OpenSim.Region.Framework.Scenes
3815 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4048 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3816 } 4049 }
3817 4050
4051 private void UnRegisterSeatControls(UUID obj)
4052 {
4053 List<UUID> takers = new List<UUID>();
4054
4055 foreach (ScriptControllers c in scriptedcontrols.Values)
4056 {
4057 if (c.objectID == obj)
4058 takers.Add(c.itemID);
4059 }
4060 foreach (UUID t in takers)
4061 {
4062 UnRegisterControlEventsToScript(0, t);
4063 }
4064 }
4065
3818 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4066 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3819 { 4067 {
3820 ScriptControllers takecontrols; 4068 ScriptControllers takecontrols;
@@ -4144,6 +4392,12 @@ namespace OpenSim.Region.Framework.Scenes
4144 4392
4145 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4393 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4146 { 4394 {
4395 string reason;
4396
4397 // Honor bans
4398 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4399 return;
4400
4147 SceneObjectGroup telehub = null; 4401 SceneObjectGroup telehub = null;
4148 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4402 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4149 { 4403 {
@@ -4183,11 +4437,206 @@ namespace OpenSim.Region.Framework.Scenes
4183 pos = land.LandData.UserLocation; 4437 pos = land.LandData.UserLocation;
4184 } 4438 }
4185 } 4439 }
4186 4440
4187 land.SendLandUpdateToClient(ControllingClient); 4441 land.SendLandUpdateToClient(ControllingClient);
4188 } 4442 }
4189 } 4443 }
4190 4444
4445 private DetectedObject CreateDetObject(SceneObjectPart obj)
4446 {
4447 DetectedObject detobj = new DetectedObject();
4448 detobj.keyUUID = obj.UUID;
4449 detobj.nameStr = obj.Name;
4450 detobj.ownerUUID = obj.OwnerID;
4451 detobj.posVector = obj.AbsolutePosition;
4452 detobj.rotQuat = obj.GetWorldRotation();
4453 detobj.velVector = obj.Velocity;
4454 detobj.colliderType = 0;
4455 detobj.groupUUID = obj.GroupID;
4456
4457 return detobj;
4458 }
4459
4460 private DetectedObject CreateDetObject(ScenePresence av)
4461 {
4462 DetectedObject detobj = new DetectedObject();
4463 detobj.keyUUID = av.UUID;
4464 detobj.nameStr = av.ControllingClient.Name;
4465 detobj.ownerUUID = av.UUID;
4466 detobj.posVector = av.AbsolutePosition;
4467 detobj.rotQuat = av.Rotation;
4468 detobj.velVector = av.Velocity;
4469 detobj.colliderType = 0;
4470 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4471
4472 return detobj;
4473 }
4474
4475 private DetectedObject CreateDetObjectForGround()
4476 {
4477 DetectedObject detobj = new DetectedObject();
4478 detobj.keyUUID = UUID.Zero;
4479 detobj.nameStr = "";
4480 detobj.ownerUUID = UUID.Zero;
4481 detobj.posVector = AbsolutePosition;
4482 detobj.rotQuat = Quaternion.Identity;
4483 detobj.velVector = Vector3.Zero;
4484 detobj.colliderType = 0;
4485 detobj.groupUUID = UUID.Zero;
4486
4487 return detobj;
4488 }
4489
4490 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4491 {
4492 ColliderArgs colliderArgs = new ColliderArgs();
4493 List<DetectedObject> colliding = new List<DetectedObject>();
4494 foreach (uint localId in colliders)
4495 {
4496 if (localId == 0)
4497 continue;
4498
4499 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4500 if (obj != null)
4501 {
4502 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4503 colliding.Add(CreateDetObject(obj));
4504 }
4505 else
4506 {
4507 ScenePresence av = m_scene.GetScenePresence(localId);
4508 if (av != null && (!av.IsChildAgent))
4509 {
4510 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4511 colliding.Add(CreateDetObject(av));
4512 }
4513 }
4514 }
4515
4516 colliderArgs.Colliders = colliding;
4517
4518 return colliderArgs;
4519 }
4520
4521 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4522
4523 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4524 {
4525 ColliderArgs CollidingMessage;
4526
4527 if (colliders.Count > 0)
4528 {
4529 if ((dest.RootPart.ScriptEvents & ev) != 0)
4530 {
4531 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4532
4533 if (CollidingMessage.Colliders.Count > 0)
4534 notify(dest.RootPart.LocalId, CollidingMessage);
4535 }
4536 }
4537 }
4538
4539 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4540 {
4541 if ((dest.RootPart.ScriptEvents & ev) != 0)
4542 {
4543 ColliderArgs LandCollidingMessage = new ColliderArgs();
4544 List<DetectedObject> colliding = new List<DetectedObject>();
4545
4546 colliding.Add(CreateDetObjectForGround());
4547 LandCollidingMessage.Colliders = colliding;
4548
4549 notify(dest.RootPart.LocalId, LandCollidingMessage);
4550 }
4551 }
4552
4553 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4554 {
4555 try
4556 {
4557 List<uint> thisHitColliders = new List<uint>();
4558 List<uint> endedColliders = new List<uint>();
4559 List<uint> startedColliders = new List<uint>();
4560 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4561 CollisionForSoundInfo soundinfo;
4562 ContactPoint curcontact;
4563
4564 if (coldata.Count == 0)
4565 {
4566 if (m_lastColliders.Count == 0)
4567 return; // nothing to do
4568
4569 foreach (uint localID in m_lastColliders)
4570 {
4571 endedColliders.Add(localID);
4572 }
4573 m_lastColliders.Clear();
4574 }
4575
4576 else
4577 {
4578 foreach (uint id in coldata.Keys)
4579 {
4580 thisHitColliders.Add(id);
4581 if (!m_lastColliders.Contains(id))
4582 {
4583 startedColliders.Add(id);
4584 curcontact = coldata[id];
4585 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4586 {
4587 soundinfo = new CollisionForSoundInfo();
4588 soundinfo.colliderID = id;
4589 soundinfo.position = curcontact.Position;
4590 soundinfo.relativeVel = curcontact.RelativeSpeed;
4591 soundinfolist.Add(soundinfo);
4592 }
4593 }
4594 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4595 }
4596
4597 // calculate things that ended colliding
4598 foreach (uint localID in m_lastColliders)
4599 {
4600 if (!thisHitColliders.Contains(localID))
4601 {
4602 endedColliders.Add(localID);
4603 }
4604 }
4605 //add the items that started colliding this time to the last colliders list.
4606 foreach (uint localID in startedColliders)
4607 {
4608 m_lastColliders.Add(localID);
4609 }
4610 // remove things that ended colliding from the last colliders list
4611 foreach (uint localID in endedColliders)
4612 {
4613 m_lastColliders.Remove(localID);
4614 }
4615
4616 if (soundinfolist.Count > 0)
4617 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4618 }
4619
4620 foreach (SceneObjectGroup att in GetAttachments())
4621 {
4622 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4623 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4624 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4625
4626 if (startedColliders.Contains(0))
4627 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4628 if (m_lastColliders.Contains(0))
4629 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4630 if (endedColliders.Contains(0))
4631 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4632 }
4633 }
4634 finally
4635 {
4636 m_collisionEventFlag = false;
4637 }
4638 }
4639
4191 private void TeleportFlagsDebug() { 4640 private void TeleportFlagsDebug() {
4192 4641
4193 // Some temporary debugging help to show all the TeleportFlags we have... 4642 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4212,6 +4661,5 @@ namespace OpenSim.Region.Framework.Scenes
4212 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4661 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4213 4662
4214 } 4663 }
4215
4216 } 4664 }
4217} 4665}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 39420a6..ce4fb40 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -368,11 +374,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
368 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
369 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
370 376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
371 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
372 m_SOPXmlProcessors.Add("Density", ProcessDensity); 386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
373 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
374 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
375 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
376 392
377 #endregion 393 #endregion
378 394
@@ -401,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
401 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
402 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
403 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
404 420
405 #endregion 421 #endregion
406 422
407 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -626,6 +642,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
626 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
627 } 643 }
628 644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
629 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
630 { 673 {
631 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -795,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
795 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
796 } 839 }
797 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
798 #endregion 860 #endregion
799 861
800 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1182,6 +1244,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1182 }); 1244 });
1183 1245
1184 writer.WriteEndElement(); 1246 writer.WriteEndElement();
1247
1248 if (sog.RootPart.KeyframeMotion != null)
1249 {
1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1251
1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1253 writer.WriteBase64(data, 0, data.Length);
1254 writer.WriteEndElement();
1255 }
1256
1185 writer.WriteEndElement(); 1257 writer.WriteEndElement();
1186 } 1258 }
1187 1259
@@ -1289,6 +1361,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1289 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1290 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1291 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1292 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1293 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1294 if (sop.Density != 1000.0f) 1376 if (sop.Density != 1000.0f)
@@ -1299,6 +1381,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1299 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1381 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1300 if (sop.GravityModifier != 1.0f) 1382 if (sop.GravityModifier != 1.0f)
1301 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1302 1386
1303 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1304 } 1388 }
@@ -1524,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1524 { 1608 {
1525 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1526 1610
1527 if (reader.IsEmptyElement)
1528 {
1529 reader.Read();
1530 return tinv;
1531 }
1532
1533 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1534 1612
1535 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 96973de..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113 Vector3 thirdSize = new Vector3(8, 9, 10);
114 Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index ad33607..b09ae39 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;