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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs220
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs355
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs446
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs563
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs228
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs794
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs893
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
20 files changed, 2941 insertions, 1012 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e9e1845..904a657 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -57,11 +57,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
57 { 57 {
58 get { return m_movementAnimation; } 58 get { return m_movementAnimation; }
59 } 59 }
60 protected string m_movementAnimation = "DEFAULT"; 60 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
61 61 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
62 private int m_animTickFall; 62 private int m_animTickFall;
63 private int m_animTickJump; 63// private int m_animTickJump;
64 64 public int m_animTickJump; // ScenePresence has to see this to control +Z force
65 public bool m_jumping = false; // Add for jumping
66 public float m_jumpVelocity = 0f; // Add for jumping
67 private int m_landing = 0; // Add for jumping
68 public bool m_falling = false; // Add for falling
69 private float m_fallHeight; // Add for falling
70
65 /// <value> 71 /// <value>
66 /// The scene presence that this animator applies to 72 /// The scene presence that this animator applies to
67 /// </value> 73 /// </value>
@@ -122,7 +128,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
122 128
123 public void ResetAnimations() 129 public void ResetAnimations()
124 { 130 {
131Console.WriteLine("ResetA.............");
125 m_animations.Clear(); 132 m_animations.Clear();
133TrySetMovementAnimation("STAND");
126 } 134 }
127 135
128 /// <summary> 136 /// <summary>
@@ -152,14 +160,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
152 /// </summary> 160 /// </summary>
153 public string GetMovementAnimation() 161 public string GetMovementAnimation()
154 { 162 {
155 const float FALL_DELAY = 0.33f; 163//Console.WriteLine("GMA-------"); //##
156 const float PREJUMP_DELAY = 0.25f; 164//#@ const float FALL_DELAY = 0.33f;
157 165 const float FALL_DELAY = 800f; //## mS
166//rm for jumping const float PREJUMP_DELAY = 0.25f;
167 const float PREJUMP_DELAY = 200f; // mS add for jumping
168 const float JUMP_PERIOD = 800f; // mS add for jumping
158 #region Inputs 169 #region Inputs
159 if (m_scenePresence.SitGround) 170
160 {
161 return "SIT_GROUND_CONSTRAINED";
162 }
163 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 171 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
164 PhysicsActor actor = m_scenePresence.PhysicsActor; 172 PhysicsActor actor = m_scenePresence.PhysicsActor;
165 173
@@ -169,11 +177,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
169 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 177 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
170 178
171 // Check control flags 179 // Check control flags
172 bool heldForward = 180 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
173 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 181 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
174 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 182 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
175 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 183 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
176 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
177 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 184 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
178 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 185 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
179 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 186 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -192,8 +199,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 199
193 // Is the avatar trying to move? 200 // Is the avatar trying to move?
194// bool moving = (move != Vector3.Zero); 201// bool moving = (move != Vector3.Zero);
195 bool jumping = m_animTickJump != 0; 202// rm for jumping bool jumping = m_animTickJump != 0;
196
197 #endregion Inputs 203 #endregion Inputs
198 204
199 #region Flying 205 #region Flying
@@ -202,6 +208,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
202 { 208 {
203 m_animTickFall = 0; 209 m_animTickFall = 0;
204 m_animTickJump = 0; 210 m_animTickJump = 0;
211 m_jumping = false; //add for jumping
212 m_falling = true; //add for falling
213 m_jumpVelocity = 0f; //add for jumping
214 actor.Selected = false; //add for jumping flag
215 m_fallHeight = actor.Position.Z; // save latest flying height
205 216
206 if (move.X != 0f || move.Y != 0f) 217 if (move.X != 0f || move.Y != 0f)
207 { 218 {
@@ -213,8 +224,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
213 } 224 }
214 else if (move.Z < 0f) 225 else if (move.Z < 0f)
215 { 226 {
216 if (actor != null && actor.IsColliding) 227 if (actor != null && actor.IsColliding)
228 { //##
229//Console.WriteLine("LAND FLYING"); // ##
217 return "LAND"; 230 return "LAND";
231 } //#
218 else 232 else
219 return "HOVER_DOWN"; 233 return "HOVER_DOWN";
220 } 234 }
@@ -228,48 +242,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
228 242
229 #region Falling/Floating/Landing 243 #region Falling/Floating/Landing
230 244
231 if (actor == null || !actor.IsColliding) 245// rm for jumping if (actor == null || !actor.IsColliding)
246 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
232 { 247 {
233 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 248// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
249 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
234 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 250 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
251//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
235 252
236 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 253// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
254 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
255
256 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
257 // not falling yet or going up
237 { 258 {
238 // Just started falling 259 // reset start of fall time
239 m_animTickFall = Environment.TickCount; 260 m_animTickFall = Environment.TickCount;
240 } 261 }
241 else if (!jumping && fallElapsed > FALL_DELAY) 262// else if (!jumping && fallElapsed > FALL_DELAY)
263 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
242 { 264 {
243 // Falling long enough to trigger the animation 265 // Falling long enough to trigger the animation
266//Console.WriteLine("FALLDOWN"); //##
244 return "FALLDOWN"; 267 return "FALLDOWN";
245 } 268 }
246 else if (m_animTickJump == -1)
247 {
248 m_animTickJump = 0;
249 return "STAND";
250 }
251 269
252 return m_movementAnimation; 270 return m_movementAnimation;
253 } 271 }
254 272
255 #endregion Falling/Floating/Landing 273 #endregion Falling/Floating/Landing
256 274
275
276 #region Jumping // section added for jumping...
277
278 int jumptime;
279 jumptime = Environment.TickCount - m_animTickJump;
280
281
282 if ((move.Z > 0f) && (!m_jumping))
283 {
284//Console.WriteLine("PJ {0}", jumptime); //##
285 // Start jumping, prejump
286 m_animTickFall = 0;
287 m_jumping = true;
288 m_falling = false;
289 actor.Selected = true; // borrowed for jmping flag
290 m_animTickJump = Environment.TickCount;
291 m_jumpVelocity = 0.35f;
292 return "PREJUMP";
293 }
294
295 if(m_jumping)
296 {
297 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
298 {
299//Console.WriteLine("LA {0}", jumptime); //##
300 // end jumping
301 m_jumping = false;
302 m_falling = false;
303 actor.Selected = false; // borrowed for jumping flag
304 m_jumpVelocity = 0f;
305 m_animTickFall = Environment.TickCount;
306 return "LAND";
307 }
308 else if (jumptime > JUMP_PERIOD)
309 {
310//Console.WriteLine("JD {0}", jumptime); //##
311 // jump down
312 m_jumpVelocity = 0f;
313 return "JUMP";
314 }
315 else if (jumptime > PREJUMP_DELAY)
316 {
317//Console.WriteLine("JU {0}", jumptime); //##
318 // jump up
319 m_jumping = true;
320 m_jumpVelocity = 10f;
321 return "JUMP";
322 }
323 }
324
325 #endregion Jumping // end added section
326
257 #region Ground Movement 327 #region Ground Movement
258 328
259 if (m_movementAnimation == "FALLDOWN") 329 if (m_movementAnimation == "FALLDOWN")
260 { 330 {
331 m_falling = false;
261 m_animTickFall = Environment.TickCount; 332 m_animTickFall = Environment.TickCount;
262
263 // TODO: SOFT_LAND support 333 // TODO: SOFT_LAND support
264 return "LAND"; 334 float fallHeight = m_fallHeight - actor.Position.Z;
335//Console.WriteLine("Hit from {0}", fallHeight); //##
336 if (fallHeight > 15.0f) // add for falling
337 return "STANDUP";
338 else if (fallHeight > 8.0f) // add for falling
339 return "SOFT_LAND"; // add for falling
340 else // add for falling
341 return "LAND"; // add for falling
265 } 342 }
266 else if (m_movementAnimation == "LAND") 343// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
344// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
345// rm for landing return "LAND";
346 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
267 { 347 {
268 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 348 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
269 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 349 int limit = 1000; // add for jumping
270 return "LAND"; 350 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
271 } 351 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
272 352
353 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
354 {
355//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
356 return m_movementAnimation;
357 }
358 else
359 {
360//Console.WriteLine("end/STAND"); //##
361 m_fallHeight = actor.Position.Z; // save latest flying height
362 return "STAND";
363 }
364 }
365/* This section removed, replaced by jumping section
273 m_animTickFall = 0; 366 m_animTickFall = 0;
274 367
275 if (move.Z > 0.2f) 368 if (move.Z > 0.2f)
@@ -281,7 +374,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
281 m_animTickJump = Environment.TickCount; 374 m_animTickJump = Environment.TickCount;
282 return "PREJUMP"; 375 return "PREJUMP";
283 } 376 }
284 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 377 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
285 { 378 {
286 // Start actual jump 379 // Start actual jump
287 if (m_animTickJump == -1) 380 if (m_animTickJump == -1)
@@ -294,24 +387,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
294 m_animTickJump = -1; 387 m_animTickJump = -1;
295 return "JUMP"; 388 return "JUMP";
296 } 389 }
297 else
298 return "JUMP";
299 } 390 }
300 else 391 else
301 { 392 {
302 // Not jumping 393 // Not jumping
303 m_animTickJump = 0; 394 m_animTickJump = 0;
304 395 */
305 if (move.X != 0f || move.Y != 0f) 396 // next section moved outside paren. and realigned for jumping
306 { 397 if (move.X != 0f || move.Y != 0f)
307 // Walking / crouchwalking / running 398 {
308 if (move.Z < 0) 399 m_fallHeight = actor.Position.Z; // save latest flying height
309 return "CROUCHWALK"; 400 m_falling = false; // Add for falling
310 else if (m_scenePresence.SetAlwaysRun) 401 // Walking / crouchwalking / running
311 return "RUN"; 402 if (move.Z < 0f)
312 else 403 return "CROUCHWALK";
313 return "WALK"; 404 else if (m_scenePresence.SetAlwaysRun)
314 } 405 return "RUN";
315 else 406 else
316 { 407 {
317 // Not walking 408 // Not walking
@@ -322,13 +413,24 @@ namespace OpenSim.Region.Framework.Scenes.Animation
322 else if (heldTurnRight) 413 else if (heldTurnRight)
323 return "TURNRIGHT"; 414 return "TURNRIGHT";
324 else 415 else
325 return "STAND"; 416 return "WALK";
326 } 417 }
327 } 418 }
328 419// rm for jumping else
420 else if (!m_jumping) // add for jumping
421 {
422 m_falling = false; // Add for falling
423 // Not walking
424 if (move.Z < 0f)
425 return "CROUCH";
426 else
427 return "STAND";
428 }
429 // end section realign for jumping
329 #endregion Ground Movement 430 #endregion Ground Movement
330 431
331 //return m_movementAnimation; 432 m_falling = false; // Add for falling
433 return m_movementAnimation;
332 } 434 }
333 435
334 /// <summary> 436 /// <summary>
@@ -337,9 +439,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
337 public void UpdateMovementAnimations() 439 public void UpdateMovementAnimations()
338 { 440 {
339 m_movementAnimation = GetMovementAnimation(); 441 m_movementAnimation = GetMovementAnimation();
340// m_log.DebugFormat( 442/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
341// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name); 443 {
342 TrySetMovementAnimation(m_movementAnimation); 444 // This was the previous behavior before PREJUMP
445 TrySetMovementAnimation("JUMP");
446 }
447 else
448 { removed for jumping */
449 TrySetMovementAnimation(m_movementAnimation);
450// rm for jumping }
343 } 451 }
344 452
345 public UUID[] GetAnimationArray() 453 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 0ac3899..12688bd 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 96da2c3..65c6a29 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -775,6 +779,26 @@ namespace OpenSim.Region.Framework.Scenes
775 } 779 }
776 } 780 }
777 } 781 }
782 public void TriggerTerrainUpdate()
783 {
784 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
785 if (handlerTerrainUpdate != null)
786 {
787 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
788 {
789 try
790 {
791 d();
792 }
793 catch (Exception e)
794 {
795 m_log.ErrorFormat(
796 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
797 e.Message, e.StackTrace);
798 }
799 }
800 }
801 }
778 802
779 public void TriggerTerrainTick() 803 public void TriggerTerrainTick()
780 { 804 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 663aa22..53f0f2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -124,34 +124,22 @@ namespace OpenSim.Region.Framework.Scenes
124 /// <param name="item"></param> 124 /// <param name="item"></param>
125 public bool AddInventoryItem(InventoryItemBase item) 125 public bool AddInventoryItem(InventoryItemBase item)
126 { 126 {
127 if (UUID.Zero == item.Folder) 127 InventoryFolderBase folder;
128
129 if (item.Folder == UUID.Zero)
128 { 130 {
129 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 131 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
130 if (f != null) 132 if (folder == null)
131 { 133 {
132// m_log.DebugFormat( 134 folder = InventoryService.GetRootFolder(item.Owner);
133// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 135
134// f.Name, (AssetType)f.Type, item.Name); 136 if (folder == null)
135
136 item.Folder = f.ID;
137 }
138 else
139 {
140 f = InventoryService.GetRootFolder(item.Owner);
141 if (f != null)
142 {
143 item.Folder = f.ID;
144 }
145 else
146 {
147 m_log.WarnFormat(
148 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
149 item.Owner, item.Name);
150 return false; 137 return false;
151 }
152 } 138 }
139
140 item.Folder = folder.ID;
153 } 141 }
154 142
155 if (InventoryService.AddItem(item)) 143 if (InventoryService.AddItem(item))
156 { 144 {
157 int userlevel = 0; 145 int userlevel = 0;
@@ -271,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
271 259
272 // Update item with new asset 260 // Update item with new asset
273 item.AssetID = asset.FullID; 261 item.AssetID = asset.FullID;
274 if (group.UpdateInventoryItem(item)) 262 group.UpdateInventoryItem(item);
275 remoteClient.SendAgentAlertMessage("Script saved", false);
276 263
277 part.SendPropertiesToClient(remoteClient); 264 part.SendPropertiesToClient(remoteClient);
278 265
@@ -283,12 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
283 { 270 {
284 // Needs to determine which engine was running it and use that 271 // Needs to determine which engine was running it and use that
285 // 272 //
286 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 273 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
287 errors = part.Inventory.GetScriptErrors(item.ItemID);
288 }
289 else
290 {
291 remoteClient.SendAgentAlertMessage("Script saved", false);
292 } 274 }
293 part.ParentGroup.ResumeScripts(); 275 part.ParentGroup.ResumeScripts();
294 return errors; 276 return errors;
@@ -351,6 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
351 { 333 {
352 if (UUID.Zero == transactionID) 334 if (UUID.Zero == transactionID)
353 { 335 {
336 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
354 item.Name = itemUpd.Name; 337 item.Name = itemUpd.Name;
355 item.Description = itemUpd.Description; 338 item.Description = itemUpd.Description;
356 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 339 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -728,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes
728 return; 711 return;
729 } 712 }
730 713
714 if (newName == null) newName = item.Name;
715
731 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 716 AssetBase asset = AssetService.Get(item.AssetID.ToString());
732 717
733 if (asset != null) 718 if (asset != null)
@@ -784,6 +769,24 @@ namespace OpenSim.Region.Framework.Scenes
784 } 769 }
785 770
786 /// <summary> 771 /// <summary>
772 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
773 /// </summary>
774 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
775 {
776 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
777 foreach (InventoryItemBase b in items)
778 {
779 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
780 InventoryItemBase n = InventoryService.GetItem(b);
781 n.Folder = destfolder;
782 moveitems.Add(n);
783 remoteClient.SendInventoryItemCreateUpdate(n, 0);
784 }
785
786 MoveInventoryItem(remoteClient, moveitems);
787 }
788
789 /// <summary>
787 /// Move an item within the agent's inventory. 790 /// Move an item within the agent's inventory.
788 /// </summary> 791 /// </summary>
789 /// <param name="remoteClient"></param> 792 /// <param name="remoteClient"></param>
@@ -984,25 +987,29 @@ namespace OpenSim.Region.Framework.Scenes
984 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 987 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
985 { 988 {
986 SceneObjectPart part = GetSceneObjectPart(localID); 989 SceneObjectPart part = GetSceneObjectPart(localID);
987 if (part == null) 990 SceneObjectGroup group = null;
988 return; 991 if (part != null)
992 {
993 group = part.ParentGroup;
994 }
995 if (part != null && group != null)
996 {
997 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
998 return;
989 999
990 SceneObjectGroup group = part.ParentGroup; 1000 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
991 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 1001 if (item == null)
992 return; 1002 return;
993
994 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
995 if (item == null)
996 return;
997 1003
998 if (item.Type == 10) 1004 if (item.Type == 10)
999 { 1005 {
1000 part.RemoveScriptEvents(itemID); 1006 part.RemoveScriptEvents(itemID);
1001 EventManager.TriggerRemoveScript(localID, itemID); 1007 EventManager.TriggerRemoveScript(localID, itemID);
1008 }
1009
1010 group.RemoveInventoryItem(localID, itemID);
1011 part.SendPropertiesToClient(remoteClient);
1002 } 1012 }
1003
1004 group.RemoveInventoryItem(localID, itemID);
1005 part.SendPropertiesToClient(remoteClient);
1006 } 1013 }
1007 1014
1008 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1015 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1213,6 +1220,10 @@ namespace OpenSim.Region.Framework.Scenes
1213 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1220 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1214 return; 1221 return;
1215 1222
1223 bool overrideNoMod = false;
1224 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1225 overrideNoMod = true;
1226
1216 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1227 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1217 { 1228 {
1218 // object cannot copy items to an object owned by a different owner 1229 // object cannot copy items to an object owned by a different owner
@@ -1222,7 +1233,7 @@ namespace OpenSim.Region.Framework.Scenes
1222 } 1233 }
1223 1234
1224 // must have both move and modify permission to put an item in an object 1235 // must have both move and modify permission to put an item in an object
1225 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1236 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1226 { 1237 {
1227 return; 1238 return;
1228 } 1239 }
@@ -1281,6 +1292,14 @@ namespace OpenSim.Region.Framework.Scenes
1281 1292
1282 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1293 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1283 { 1294 {
1295 SceneObjectPart destPart = GetSceneObjectPart(destID);
1296 if (destPart != null) // Move into a prim
1297 {
1298 foreach(UUID itemID in items)
1299 MoveTaskInventoryItem(destID, host, itemID);
1300 return destID; // Prim folder ID == prim ID
1301 }
1302
1284 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1303 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1285 1304
1286 UUID newFolderID = UUID.Random(); 1305 UUID newFolderID = UUID.Random();
@@ -1460,13 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
1460 { 1479 {
1461 agentTransactions.HandleTaskItemUpdateFromTransaction( 1480 agentTransactions.HandleTaskItemUpdateFromTransaction(
1462 remoteClient, part, transactionID, currentItem); 1481 remoteClient, part, transactionID, currentItem);
1463
1464 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1465 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1466 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1467 remoteClient.SendAgentAlertMessage("Script saved", false);
1468 else
1469 remoteClient.SendAgentAlertMessage("Item saved", false);
1470 } 1482 }
1471 1483
1472 // Base ALWAYS has move 1484 // Base ALWAYS has move
@@ -1607,7 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 return; 1619 return;
1608 1620
1609 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1621 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1610 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1622 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1611 remoteClient.AgentId); 1623 remoteClient.AgentId);
1612 AssetService.Store(asset); 1624 AssetService.Store(asset);
1613 1625
@@ -1760,23 +1772,32 @@ namespace OpenSim.Region.Framework.Scenes
1760 // build a list of eligible objects 1772 // build a list of eligible objects
1761 List<uint> deleteIDs = new List<uint>(); 1773 List<uint> deleteIDs = new List<uint>();
1762 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1774 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1763 1775 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1764 // Start with true for both, then remove the flags if objects
1765 // that we can't derez are part of the selection
1766 bool permissionToTake = true;
1767 bool permissionToTakeCopy = true;
1768 bool permissionToDelete = true;
1769 1776
1770 foreach (uint localID in localIDs) 1777 foreach (uint localID in localIDs)
1771 { 1778 {
1779 // Start with true for both, then remove the flags if objects
1780 // that we can't derez are part of the selection
1781 bool permissionToTake = true;
1782 bool permissionToTakeCopy = true;
1783 bool permissionToDelete = true;
1784
1772 // Invalid id 1785 // Invalid id
1773 SceneObjectPart part = GetSceneObjectPart(localID); 1786 SceneObjectPart part = GetSceneObjectPart(localID);
1774 if (part == null) 1787 if (part == null)
1788 {
1789 //Client still thinks the object exists, kill it
1790 deleteIDs.Add(localID);
1775 continue; 1791 continue;
1792 }
1776 1793
1777 // Already deleted by someone else 1794 // Already deleted by someone else
1778 if (part.ParentGroup.IsDeleted) 1795 if (part.ParentGroup.IsDeleted)
1796 {
1797 //Client still thinks the object exists, kill it
1798 deleteIDs.Add(localID);
1779 continue; 1799 continue;
1800 }
1780 1801
1781 // Can't delete child prims 1802 // Can't delete child prims
1782 if (part != part.ParentGroup.RootPart) 1803 if (part != part.ParentGroup.RootPart)
@@ -1784,9 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes
1784 1805
1785 SceneObjectGroup grp = part.ParentGroup; 1806 SceneObjectGroup grp = part.ParentGroup;
1786 1807
1787 deleteIDs.Add(localID);
1788 deleteGroups.Add(grp);
1789
1790 if (remoteClient == null) 1808 if (remoteClient == null)
1791 { 1809 {
1792 // Autoreturn has a null client. Nothing else does. So 1810 // Autoreturn has a null client. Nothing else does. So
@@ -1803,81 +1821,193 @@ namespace OpenSim.Region.Framework.Scenes
1803 } 1821 }
1804 else 1822 else
1805 { 1823 {
1806 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1824 if (action == DeRezAction.TakeCopy)
1825 {
1826 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1827 permissionToTakeCopy = false;
1828 }
1829 else
1830 {
1807 permissionToTakeCopy = false; 1831 permissionToTakeCopy = false;
1808 1832 }
1809 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1833 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1810 permissionToTake = false; 1834 permissionToTake = false;
1811 1835
1812 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1836 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1813 permissionToDelete = false; 1837 permissionToDelete = false;
1814 } 1838 }
1815 }
1816 1839
1817 // Handle god perms 1840 // Handle god perms
1818 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1841 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1819 { 1842 {
1820 permissionToTake = true; 1843 permissionToTake = true;
1821 permissionToTakeCopy = true; 1844 permissionToTakeCopy = true;
1822 permissionToDelete = true; 1845 permissionToDelete = true;
1823 } 1846 }
1824 1847
1825 // If we're re-saving, we don't even want to delete 1848 // If we're re-saving, we don't even want to delete
1826 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1849 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1827 permissionToDelete = false; 1850 permissionToDelete = false;
1828 1851
1829 // if we want to take a copy, we also don't want to delete 1852 // if we want to take a copy, we also don't want to delete
1830 // Note: after this point, the permissionToTakeCopy flag 1853 // Note: after this point, the permissionToTakeCopy flag
1831 // becomes irrelevant. It already includes the permissionToTake 1854 // becomes irrelevant. It already includes the permissionToTake
1832 // permission and after excluding no copy items here, we can 1855 // permission and after excluding no copy items here, we can
1833 // just use that. 1856 // just use that.
1834 if (action == DeRezAction.TakeCopy) 1857 if (action == DeRezAction.TakeCopy)
1835 { 1858 {
1836 // If we don't have permission, stop right here 1859 // If we don't have permission, stop right here
1837 if (!permissionToTakeCopy) 1860 if (!permissionToTakeCopy)
1838 return; 1861 return;
1839 1862
1840 permissionToTake = true; 1863 permissionToTake = true;
1841 // Don't delete 1864 // Don't delete
1842 permissionToDelete = false; 1865 permissionToDelete = false;
1843 } 1866 }
1844 1867
1845 if (action == DeRezAction.Return) 1868 if (action == DeRezAction.Return)
1846 {
1847 if (remoteClient != null)
1848 { 1869 {
1849 if (Permissions.CanReturnObjects( 1870 if (remoteClient != null)
1850 null,
1851 remoteClient.AgentId,
1852 deleteGroups))
1853 { 1871 {
1854 permissionToTake = true; 1872 if (Permissions.CanReturnObjects(
1855 permissionToDelete = true; 1873 null,
1856 1874 remoteClient.AgentId,
1857 foreach (SceneObjectGroup g in deleteGroups) 1875 deleteGroups))
1858 { 1876 {
1859 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1877 permissionToTake = true;
1878 permissionToDelete = true;
1879
1880 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1860 } 1881 }
1861 } 1882 }
1883 else // Auto return passes through here with null agent
1884 {
1885 permissionToTake = true;
1886 permissionToDelete = true;
1887 }
1862 } 1888 }
1863 else // Auto return passes through here with null agent 1889
1890 if (permissionToTake && (!permissionToDelete))
1891 takeGroups.Add(grp);
1892
1893 if (permissionToDelete)
1864 { 1894 {
1865 permissionToTake = true; 1895 if (permissionToTake)
1866 permissionToDelete = true; 1896 deleteGroups.Add(grp);
1897 deleteIDs.Add(grp.LocalId);
1867 } 1898 }
1868 } 1899 }
1869 1900
1870 if (permissionToTake) 1901 SendKillObject(deleteIDs);
1902
1903 if (deleteGroups.Count > 0)
1871 { 1904 {
1905 foreach (SceneObjectGroup g in deleteGroups)
1906 deleteIDs.Remove(g.LocalId);
1907
1872 m_asyncSceneObjectDeleter.DeleteToInventory( 1908 m_asyncSceneObjectDeleter.DeleteToInventory(
1873 action, destinationID, deleteGroups, remoteClient, 1909 action, destinationID, deleteGroups, remoteClient,
1874 permissionToDelete); 1910 true);
1875 } 1911 }
1876 else if (permissionToDelete) 1912 if (takeGroups.Count > 0)
1913 {
1914 m_asyncSceneObjectDeleter.DeleteToInventory(
1915 action, destinationID, takeGroups, remoteClient,
1916 false);
1917 }
1918 if (deleteIDs.Count > 0)
1877 { 1919 {
1878 foreach (SceneObjectGroup g in deleteGroups) 1920 foreach (SceneObjectGroup g in deleteGroups)
1879 DeleteSceneObject(g, false); 1921 DeleteSceneObject(g, true);
1922 }
1923 }
1924
1925 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1926 {
1927 itemID = UUID.Zero;
1928 if (grp != null)
1929 {
1930 Vector3 inventoryStoredPosition = new Vector3
1931 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1932 ? 250
1933 : grp.AbsolutePosition.X)
1934 ,
1935 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1936 ? 250
1937 : grp.AbsolutePosition.X,
1938 grp.AbsolutePosition.Z);
1939
1940 Vector3 originalPosition = grp.AbsolutePosition;
1941
1942 grp.AbsolutePosition = inventoryStoredPosition;
1943
1944 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1945
1946 grp.AbsolutePosition = originalPosition;
1947
1948 AssetBase asset = CreateAsset(
1949 grp.GetPartName(grp.LocalId),
1950 grp.GetPartDescription(grp.LocalId),
1951 (sbyte)AssetType.Object,
1952 Utils.StringToBytes(sceneObjectXml),
1953 remoteClient.AgentId);
1954 AssetService.Store(asset);
1955
1956 InventoryItemBase item = new InventoryItemBase();
1957 item.CreatorId = grp.RootPart.CreatorID.ToString();
1958 item.CreatorData = grp.RootPart.CreatorData;
1959 item.Owner = remoteClient.AgentId;
1960 item.ID = UUID.Random();
1961 item.AssetID = asset.FullID;
1962 item.Description = asset.Description;
1963 item.Name = asset.Name;
1964 item.AssetType = asset.Type;
1965 item.InvType = (int)InventoryType.Object;
1966
1967 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1968 if (folder != null)
1969 item.Folder = folder.ID;
1970 else // oopsies
1971 item.Folder = UUID.Zero;
1972
1973 // Set up base perms properly
1974 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1975 permsBase &= grp.RootPart.BaseMask;
1976 permsBase |= (uint)PermissionMask.Move;
1977
1978 // Make sure we don't lock it
1979 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1980
1981 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1982 {
1983 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1984 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1985 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1986 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1987 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1988 }
1989 else
1990 {
1991 item.BasePermissions = permsBase;
1992 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1993 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1994 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1995 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1996 }
1997 item.CreationDate = Util.UnixTimeSinceEpoch();
1998
1999 // sets itemID so client can show item as 'attached' in inventory
2000 grp.SetFromItemID(item.ID);
2001
2002 if (AddInventoryItem(item))
2003 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2004 else
2005 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2006
2007 itemID = item.ID;
2008 return item.AssetID;
1880 } 2009 }
2010 return UUID.Zero;
1881 } 2011 }
1882 2012
1883 /// <summary> 2013 /// <summary>
@@ -2006,6 +2136,9 @@ namespace OpenSim.Region.Framework.Scenes
2006 2136
2007 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2137 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2008 { 2138 {
2139 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2140 return;
2141
2009 SceneObjectPart part = GetSceneObjectPart(objectID); 2142 SceneObjectPart part = GetSceneObjectPart(objectID);
2010 if (part == null) 2143 if (part == null)
2011 return; 2144 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 270e582..575079f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 5652231..80d7871 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
94 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
95 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
96 public bool m_seeIntoBannedRegion = false;
96 public int MaxUndoCount = 5; 97 public int MaxUndoCount = 5;
97 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 98 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
98 public bool LoginLock = false; 99 public bool LoginLock = false;
@@ -108,12 +109,14 @@ namespace OpenSim.Region.Framework.Scenes
108 109
109 protected int m_splitRegionID; 110 protected int m_splitRegionID;
110 protected Timer m_restartWaitTimer = new Timer(); 111 protected Timer m_restartWaitTimer = new Timer();
112 protected Timer m_timerWatchdog = new Timer();
111 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
112 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
113 protected string m_simulatorVersion = "OpenSimulator Server"; 115 protected string m_simulatorVersion = "OpenSimulator Server";
114 protected ModuleLoader m_moduleLoader; 116 protected ModuleLoader m_moduleLoader;
115 protected AgentCircuitManager m_authenticateHandler; 117 protected AgentCircuitManager m_authenticateHandler;
116 protected SceneCommunicationService m_sceneGridService; 118 protected SceneCommunicationService m_sceneGridService;
119 protected ISnmpModule m_snmpService = null;
117 120
118 protected ISimulationDataService m_SimulationDataService; 121 protected ISimulationDataService m_SimulationDataService;
119 protected IEstateDataService m_EstateDataService; 122 protected IEstateDataService m_EstateDataService;
@@ -180,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
180 private int m_update_events = 1; 183 private int m_update_events = 1;
181 private int m_update_backup = 200; 184 private int m_update_backup = 200;
182 private int m_update_terrain = 50; 185 private int m_update_terrain = 50;
183// private int m_update_land = 1; 186 private int m_update_land = 10;
184 private int m_update_coarse_locations = 50; 187 private int m_update_coarse_locations = 50;
185 188
186 private int agentMS; 189 private int agentMS;
@@ -195,14 +198,17 @@ namespace OpenSim.Region.Framework.Scenes
195 private int landMS; 198 private int landMS;
196 private int lastCompletedFrame; 199 private int lastCompletedFrame;
197 200
201 public bool CombineRegions = false;
198 private bool m_physics_enabled = true; 202 private bool m_physics_enabled = true;
199 private bool m_scripts_enabled = true; 203 private bool m_scripts_enabled = true;
200 private string m_defaultScriptEngine; 204 private string m_defaultScriptEngine;
201 private int m_LastLogin; 205 private int m_LastLogin;
202 private Thread HeartbeatThread; 206 private Thread HeartbeatThread = null;
203 private volatile bool shuttingdown; 207 private volatile bool shuttingdown;
204 208
205 private int m_lastUpdate; 209 private int m_lastUpdate;
210 private int m_lastIncoming;
211 private int m_lastOutgoing;
206 private bool m_firstHeartbeat = true; 212 private bool m_firstHeartbeat = true;
207 213
208 private object m_deleting_scene_object = new object(); 214 private object m_deleting_scene_object = new object();
@@ -255,6 +261,19 @@ namespace OpenSim.Region.Framework.Scenes
255 get { return m_sceneGridService; } 261 get { return m_sceneGridService; }
256 } 262 }
257 263
264 public ISnmpModule SnmpService
265 {
266 get
267 {
268 if (m_snmpService == null)
269 {
270 m_snmpService = RequestModuleInterface<ISnmpModule>();
271 }
272
273 return m_snmpService;
274 }
275 }
276
258 public ISimulationDataService SimulationDataService 277 public ISimulationDataService SimulationDataService
259 { 278 {
260 get 279 get
@@ -570,7 +589,10 @@ namespace OpenSim.Region.Framework.Scenes
570 m_regInfo = regInfo; 589 m_regInfo = regInfo;
571 m_regionHandle = m_regInfo.RegionHandle; 590 m_regionHandle = m_regInfo.RegionHandle;
572 m_regionName = m_regInfo.RegionName; 591 m_regionName = m_regInfo.RegionName;
592 m_datastore = m_regInfo.DataStore;
573 m_lastUpdate = Util.EnvironmentTickCount(); 593 m_lastUpdate = Util.EnvironmentTickCount();
594 m_lastIncoming = 0;
595 m_lastOutgoing = 0;
574 596
575 m_physicalPrim = physicalPrim; 597 m_physicalPrim = physicalPrim;
576 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 598 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -702,9 +724,10 @@ namespace OpenSim.Region.Framework.Scenes
702 //Animation states 724 //Animation states
703 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 725 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
704 // TODO: Change default to true once the feature is supported 726 // TODO: Change default to true once the feature is supported
705 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 727 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
706
707 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 728 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
729
730 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
708 if (RegionInfo.NonphysPrimMax > 0) 731 if (RegionInfo.NonphysPrimMax > 0)
709 { 732 {
710 m_maxNonphys = RegionInfo.NonphysPrimMax; 733 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -736,6 +759,7 @@ namespace OpenSim.Region.Framework.Scenes
736 m_persistAfter *= 10000000; 759 m_persistAfter *= 10000000;
737 760
738 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 761 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
762 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
739 763
740 IConfig packetConfig = m_config.Configs["PacketPool"]; 764 IConfig packetConfig = m_config.Configs["PacketPool"];
741 if (packetConfig != null) 765 if (packetConfig != null)
@@ -745,6 +769,8 @@ namespace OpenSim.Region.Framework.Scenes
745 } 769 }
746 770
747 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 771 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
772 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
773 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
748 774
749 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 775 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
750 if (m_generateMaptiles) 776 if (m_generateMaptiles)
@@ -769,9 +795,9 @@ namespace OpenSim.Region.Framework.Scenes
769 } 795 }
770 } 796 }
771 } 797 }
772 catch 798 catch (Exception e)
773 { 799 {
774 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 800 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
775 } 801 }
776 802
777 #endregion Region Config 803 #endregion Region Config
@@ -1147,7 +1173,9 @@ namespace OpenSim.Region.Framework.Scenes
1147 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1173 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1148 if (HeartbeatThread != null) 1174 if (HeartbeatThread != null)
1149 { 1175 {
1176 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1150 HeartbeatThread.Abort(); 1177 HeartbeatThread.Abort();
1178 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1151 HeartbeatThread = null; 1179 HeartbeatThread = null;
1152 } 1180 }
1153 m_lastUpdate = Util.EnvironmentTickCount(); 1181 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1190,9 +1218,6 @@ namespace OpenSim.Region.Framework.Scenes
1190 { 1218 {
1191 while (!shuttingdown) 1219 while (!shuttingdown)
1192 Update(); 1220 Update();
1193
1194 m_lastUpdate = Util.EnvironmentTickCount();
1195 m_firstHeartbeat = false;
1196 } 1221 }
1197 catch (ThreadAbortException) 1222 catch (ThreadAbortException)
1198 { 1223 {
@@ -1291,6 +1316,13 @@ namespace OpenSim.Region.Framework.Scenes
1291 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1316 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1292 } 1317 }
1293 1318
1319 // if (Frame % m_update_land == 0)
1320 // {
1321 // int ldMS = Util.EnvironmentTickCount();
1322 // UpdateLand();
1323 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1324 // }
1325
1294 if (Frame % m_update_backup == 0) 1326 if (Frame % m_update_backup == 0)
1295 { 1327 {
1296 int backMS = Util.EnvironmentTickCount(); 1328 int backMS = Util.EnvironmentTickCount();
@@ -1392,12 +1424,16 @@ namespace OpenSim.Region.Framework.Scenes
1392 maintc = Util.EnvironmentTickCountSubtract(maintc); 1424 maintc = Util.EnvironmentTickCountSubtract(maintc);
1393 maintc = (int)(m_minFrameTimespan * 1000) - maintc; 1425 maintc = (int)(m_minFrameTimespan * 1000) - maintc;
1394 1426
1427
1428 m_lastUpdate = Util.EnvironmentTickCount();
1429 m_firstHeartbeat = false;
1430
1395 if (maintc > 0) 1431 if (maintc > 0)
1396 Thread.Sleep(maintc); 1432 Thread.Sleep(maintc);
1397 1433
1398 // Tell the watchdog that this thread is still alive 1434 // Tell the watchdog that this thread is still alive
1399 Watchdog.UpdateThread(); 1435 Watchdog.UpdateThread();
1400 } 1436 }
1401 1437
1402 public void AddGroupTarget(SceneObjectGroup grp) 1438 public void AddGroupTarget(SceneObjectGroup grp)
1403 { 1439 {
@@ -1413,9 +1449,9 @@ namespace OpenSim.Region.Framework.Scenes
1413 1449
1414 private void CheckAtTargets() 1450 private void CheckAtTargets()
1415 { 1451 {
1416 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1452 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1417 lock (m_groupsWithTargets) 1453 lock (m_groupsWithTargets)
1418 objs = m_groupsWithTargets.Values; 1454 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1419 1455
1420 foreach (SceneObjectGroup entry in objs) 1456 foreach (SceneObjectGroup entry in objs)
1421 entry.checkAtTargets(); 1457 entry.checkAtTargets();
@@ -1735,14 +1771,24 @@ namespace OpenSim.Region.Framework.Scenes
1735 /// <returns></returns> 1771 /// <returns></returns>
1736 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1772 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1737 { 1773 {
1774
1775 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1776 Vector3 wpos = Vector3.Zero;
1777 // Check for water surface intersection from above
1778 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1779 {
1780 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1781 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1782 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1783 wpos.Z = wheight;
1784 }
1785
1738 Vector3 pos = Vector3.Zero; 1786 Vector3 pos = Vector3.Zero;
1739 if (RayEndIsIntersection == (byte)1) 1787 if (RayEndIsIntersection == (byte)1)
1740 { 1788 {
1741 pos = RayEnd; 1789 pos = RayEnd;
1742 return pos;
1743 } 1790 }
1744 1791 else if (RayTargetID != UUID.Zero)
1745 if (RayTargetID != UUID.Zero)
1746 { 1792 {
1747 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1793 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1748 1794
@@ -1764,7 +1810,7 @@ namespace OpenSim.Region.Framework.Scenes
1764 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1810 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1765 1811
1766 // Un-comment out the following line to Get Raytrace results printed to the console. 1812 // Un-comment out the following line to Get Raytrace results printed to the console.
1767 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1813 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1768 float ScaleOffset = 0.5f; 1814 float ScaleOffset = 0.5f;
1769 1815
1770 // If we hit something 1816 // If we hit something
@@ -1787,13 +1833,10 @@ namespace OpenSim.Region.Framework.Scenes
1787 //pos.Z -= 0.25F; 1833 //pos.Z -= 0.25F;
1788 1834
1789 } 1835 }
1790
1791 return pos;
1792 } 1836 }
1793 else 1837 else
1794 { 1838 {
1795 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1839 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1796
1797 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1840 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1798 1841
1799 // Un-comment the following line to print the raytrace results to the console. 1842 // Un-comment the following line to print the raytrace results to the console.
@@ -1802,13 +1845,12 @@ namespace OpenSim.Region.Framework.Scenes
1802 if (ei.HitTF) 1845 if (ei.HitTF)
1803 { 1846 {
1804 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1847 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1805 } else 1848 }
1849 else
1806 { 1850 {
1807 // fall back to our stupid functionality 1851 // fall back to our stupid functionality
1808 pos = RayEnd; 1852 pos = RayEnd;
1809 } 1853 }
1810
1811 return pos;
1812 } 1854 }
1813 } 1855 }
1814 else 1856 else
@@ -1819,8 +1861,12 @@ namespace OpenSim.Region.Framework.Scenes
1819 //increase height so its above the ground. 1861 //increase height so its above the ground.
1820 //should be getting the normal of the ground at the rez point and using that? 1862 //should be getting the normal of the ground at the rez point and using that?
1821 pos.Z += scale.Z / 2f; 1863 pos.Z += scale.Z / 2f;
1822 return pos; 1864// return pos;
1823 } 1865 }
1866
1867 // check against posible water intercept
1868 if (wpos.Z > pos.Z) pos = wpos;
1869 return pos;
1824 } 1870 }
1825 1871
1826 1872
@@ -1904,7 +1950,10 @@ namespace OpenSim.Region.Framework.Scenes
1904 public bool AddRestoredSceneObject( 1950 public bool AddRestoredSceneObject(
1905 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1951 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1906 { 1952 {
1907 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1953 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1954 if (result)
1955 sceneObject.IsDeleted = false;
1956 return result;
1908 } 1957 }
1909 1958
1910 /// <summary> 1959 /// <summary>
@@ -1994,6 +2043,15 @@ namespace OpenSim.Region.Framework.Scenes
1994 /// </summary> 2043 /// </summary>
1995 public void DeleteAllSceneObjects() 2044 public void DeleteAllSceneObjects()
1996 { 2045 {
2046 DeleteAllSceneObjects(false);
2047 }
2048
2049 /// <summary>
2050 /// Delete every object from the scene. This does not include attachments worn by avatars.
2051 /// </summary>
2052 public void DeleteAllSceneObjects(bool exceptNoCopy)
2053 {
2054 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1997 lock (Entities) 2055 lock (Entities)
1998 { 2056 {
1999 EntityBase[] entities = Entities.GetEntities(); 2057 EntityBase[] entities = Entities.GetEntities();
@@ -2002,11 +2060,24 @@ namespace OpenSim.Region.Framework.Scenes
2002 if (e is SceneObjectGroup) 2060 if (e is SceneObjectGroup)
2003 { 2061 {
2004 SceneObjectGroup sog = (SceneObjectGroup)e; 2062 SceneObjectGroup sog = (SceneObjectGroup)e;
2005 if (!sog.IsAttachment) 2063 if (sog != null && !sog.IsAttachment)
2006 DeleteSceneObject((SceneObjectGroup)e, false); 2064 {
2065 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2066 {
2067 DeleteSceneObject((SceneObjectGroup)e, false);
2068 }
2069 else
2070 {
2071 toReturn.Add((SceneObjectGroup)e);
2072 }
2073 }
2007 } 2074 }
2008 } 2075 }
2009 } 2076 }
2077 if (toReturn.Count > 0)
2078 {
2079 returnObjects(toReturn.ToArray(), UUID.Zero);
2080 }
2010 } 2081 }
2011 2082
2012 /// <summary> 2083 /// <summary>
@@ -2055,6 +2126,8 @@ namespace OpenSim.Region.Framework.Scenes
2055 } 2126 }
2056 2127
2057 group.DeleteGroupFromScene(silent); 2128 group.DeleteGroupFromScene(silent);
2129 if (!silent)
2130 SendKillObject(new List<uint>() { group.LocalId });
2058 2131
2059// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2132// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2060 } 2133 }
@@ -2409,10 +2482,17 @@ namespace OpenSim.Region.Framework.Scenes
2409 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2482 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2410 public bool AddSceneObject(SceneObjectGroup sceneObject) 2483 public bool AddSceneObject(SceneObjectGroup sceneObject)
2411 { 2484 {
2485 if (sceneObject.OwnerID == UUID.Zero)
2486 {
2487 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2488 return false;
2489 }
2490
2412 // If the user is banned, we won't let any of their objects 2491 // If the user is banned, we won't let any of their objects
2413 // enter. Period. 2492 // enter. Period.
2414 // 2493 //
2415 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2494 int flags = GetUserFlags(sceneObject.OwnerID);
2495 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2416 { 2496 {
2417 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2497 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2418 "banned avatar"); 2498 "banned avatar");
@@ -2459,12 +2539,23 @@ namespace OpenSim.Region.Framework.Scenes
2459 } 2539 }
2460 else 2540 else
2461 { 2541 {
2542 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2462 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2543 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2463 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2544 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2464 } 2545 }
2546 if (sceneObject.OwnerID == UUID.Zero)
2547 {
2548 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2549 return false;
2550 }
2465 } 2551 }
2466 else 2552 else
2467 { 2553 {
2554 if (sceneObject.OwnerID == UUID.Zero)
2555 {
2556 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2557 return false;
2558 }
2468 AddRestoredSceneObject(sceneObject, true, false); 2559 AddRestoredSceneObject(sceneObject, true, false);
2469 2560
2470 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2561 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2494,6 +2585,24 @@ namespace OpenSim.Region.Framework.Scenes
2494 return 2; // StateSource.PrimCrossing 2585 return 2; // StateSource.PrimCrossing
2495 } 2586 }
2496 2587
2588 public int GetUserFlags(UUID user)
2589 {
2590 //Unfortunately the SP approach means that the value is cached until region is restarted
2591 /*
2592 ScenePresence sp;
2593 if (TryGetScenePresence(user, out sp))
2594 {
2595 return sp.UserFlags;
2596 }
2597 else
2598 {
2599 */
2600 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2601 if (uac == null)
2602 return 0;
2603 return uac.UserFlags;
2604 //}
2605 }
2497 #endregion 2606 #endregion
2498 2607
2499 #region Add/Remove Avatar Methods 2608 #region Add/Remove Avatar Methods
@@ -2515,6 +2624,7 @@ namespace OpenSim.Region.Framework.Scenes
2515 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2624 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2516 2625
2517 CheckHeartbeat(); 2626 CheckHeartbeat();
2627 ScenePresence presence;
2518 2628
2519 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2629 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2520 { 2630 {
@@ -2548,7 +2658,14 @@ namespace OpenSim.Region.Framework.Scenes
2548 2658
2549 EventManager.TriggerOnNewClient(client); 2659 EventManager.TriggerOnNewClient(client);
2550 if (vialogin) 2660 if (vialogin)
2661 {
2551 EventManager.TriggerOnClientLogin(client); 2662 EventManager.TriggerOnClientLogin(client);
2663
2664 // Send initial parcel data
2665 Vector3 pos = createdSp.AbsolutePosition;
2666 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2667 land.SendLandUpdateToClient(client);
2668 }
2552 } 2669 }
2553 } 2670 }
2554 2671
@@ -2637,19 +2754,12 @@ namespace OpenSim.Region.Framework.Scenes
2637 // and the scene presence and the client, if they exist 2754 // and the scene presence and the client, if they exist
2638 try 2755 try
2639 { 2756 {
2640 // We need to wait for the client to make UDP contact first. 2757 ScenePresence sp = GetScenePresence(agentID);
2641 // It's the UDP contact that creates the scene presence 2758 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2642 ScenePresence sp = WaitGetScenePresence(agentID); 2759
2643 if (sp != null) 2760 if (sp != null)
2644 {
2645 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2646
2647 sp.ControllingClient.Close(); 2761 sp.ControllingClient.Close();
2648 } 2762
2649 else
2650 {
2651 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2652 }
2653 // BANG! SLASH! 2763 // BANG! SLASH!
2654 m_authenticateHandler.RemoveCircuit(agentID); 2764 m_authenticateHandler.RemoveCircuit(agentID);
2655 2765
@@ -2749,6 +2859,7 @@ namespace OpenSim.Region.Framework.Scenes
2749 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2859 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2750 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2860 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2751 client.OnCopyInventoryItem += CopyInventoryItem; 2861 client.OnCopyInventoryItem += CopyInventoryItem;
2862 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2752 client.OnMoveInventoryItem += MoveInventoryItem; 2863 client.OnMoveInventoryItem += MoveInventoryItem;
2753 client.OnRemoveInventoryItem += RemoveInventoryItem; 2864 client.OnRemoveInventoryItem += RemoveInventoryItem;
2754 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2865 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2926,15 +3037,16 @@ namespace OpenSim.Region.Framework.Scenes
2926 /// </summary> 3037 /// </summary>
2927 /// <param name="agentId">The avatar's Unique ID</param> 3038 /// <param name="agentId">The avatar's Unique ID</param>
2928 /// <param name="client">The IClientAPI for the client</param> 3039 /// <param name="client">The IClientAPI for the client</param>
2929 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3040 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2930 { 3041 {
2931 if (m_teleportModule != null) 3042 if (m_teleportModule != null)
2932 m_teleportModule.TeleportHome(agentId, client); 3043 return m_teleportModule.TeleportHome(agentId, client);
2933 else 3044 else
2934 { 3045 {
2935 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3046 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2936 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3047 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2937 } 3048 }
3049 return false;
2938 } 3050 }
2939 3051
2940 /// <summary> 3052 /// <summary>
@@ -3026,6 +3138,16 @@ namespace OpenSim.Region.Framework.Scenes
3026 /// <param name="flags"></param> 3138 /// <param name="flags"></param>
3027 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3139 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3028 { 3140 {
3141 //Add half the avatar's height so that the user doesn't fall through prims
3142 ScenePresence presence;
3143 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3144 {
3145 if (presence.Appearance != null)
3146 {
3147 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3148 }
3149 }
3150
3029 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3151 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3030 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3152 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3031 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3153 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3094,8 +3216,9 @@ namespace OpenSim.Region.Framework.Scenes
3094 regions.Remove(RegionInfo.RegionHandle); 3216 regions.Remove(RegionInfo.RegionHandle);
3095 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3217 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3096 } 3218 }
3097 3219 m_log.Debug("[Scene] Beginning ClientClosed");
3098 m_eventManager.TriggerClientClosed(agentID, this); 3220 m_eventManager.TriggerClientClosed(agentID, this);
3221 m_log.Debug("[Scene] Finished ClientClosed");
3099 } 3222 }
3100 catch (NullReferenceException) 3223 catch (NullReferenceException)
3101 { 3224 {
@@ -3103,7 +3226,12 @@ namespace OpenSim.Region.Framework.Scenes
3103 // Avatar is already disposed :/ 3226 // Avatar is already disposed :/
3104 } 3227 }
3105 3228
3229 m_log.Debug("[Scene] Beginning OnRemovePresence");
3106 m_eventManager.TriggerOnRemovePresence(agentID); 3230 m_eventManager.TriggerOnRemovePresence(agentID);
3231 m_log.Debug("[Scene] Finished OnRemovePresence");
3232
3233 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3234 AttachmentsModule.SaveChangedAttachments(avatar);
3107 3235
3108 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3236 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3109 AttachmentsModule.SaveChangedAttachments(avatar); 3237 AttachmentsModule.SaveChangedAttachments(avatar);
@@ -3112,7 +3240,7 @@ namespace OpenSim.Region.Framework.Scenes
3112 delegate(IClientAPI client) 3240 delegate(IClientAPI client)
3113 { 3241 {
3114 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3242 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3115 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3243 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3116 catch (NullReferenceException) { } 3244 catch (NullReferenceException) { }
3117 }); 3245 });
3118 3246
@@ -3123,8 +3251,11 @@ namespace OpenSim.Region.Framework.Scenes
3123 } 3251 }
3124 3252
3125 // Remove the avatar from the scene 3253 // Remove the avatar from the scene
3254 m_log.Debug("[Scene] Begin RemoveScenePresence");
3126 m_sceneGraph.RemoveScenePresence(agentID); 3255 m_sceneGraph.RemoveScenePresence(agentID);
3256 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3127 m_clientManager.Remove(agentID); 3257 m_clientManager.Remove(agentID);
3258 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3128 3259
3129 try 3260 try
3130 { 3261 {
@@ -3138,9 +3269,10 @@ namespace OpenSim.Region.Framework.Scenes
3138 { 3269 {
3139 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3270 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3140 } 3271 }
3141 3272 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3142 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3273 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3143// CleanDroppedAttachments(); 3274// CleanDroppedAttachments();
3275 m_log.Debug("[Scene] The avatar has left the building");
3144 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3276 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3145 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3277 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3146 } 3278 }
@@ -3171,19 +3303,24 @@ namespace OpenSim.Region.Framework.Scenes
3171 3303
3172 #region Entities 3304 #region Entities
3173 3305
3174 public void SendKillObject(uint localID) 3306 public void SendKillObject(List<uint> localIDs)
3175 { 3307 {
3176 SceneObjectPart part = GetSceneObjectPart(localID); 3308 List<uint> deleteIDs = new List<uint>();
3177 if (part != null) // It is a prim 3309
3310 foreach (uint localID in localIDs)
3178 { 3311 {
3179 if (!part.ParentGroup.IsDeleted) // Valid 3312 SceneObjectPart part = GetSceneObjectPart(localID);
3313 if (part != null) // It is a prim
3180 { 3314 {
3181 if (part.ParentGroup.RootPart != part) // Child part 3315 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3182 return; 3316 {
3317 if (part.ParentGroup.RootPart != part) // Child part
3318 continue;
3319 }
3183 } 3320 }
3321 deleteIDs.Add(localID);
3184 } 3322 }
3185 3323 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3186 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
3187 } 3324 }
3188 3325
3189 #endregion 3326 #endregion
@@ -3201,7 +3338,6 @@ namespace OpenSim.Region.Framework.Scenes
3201 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3338 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3202 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3339 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3203 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3340 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3204 m_sceneGridService.KiPrimitive += SendKillObject;
3205 m_sceneGridService.OnGetLandData += GetLandData; 3341 m_sceneGridService.OnGetLandData += GetLandData;
3206 } 3342 }
3207 3343
@@ -3210,7 +3346,6 @@ namespace OpenSim.Region.Framework.Scenes
3210 /// </summary> 3346 /// </summary>
3211 public void UnRegisterRegionWithComms() 3347 public void UnRegisterRegionWithComms()
3212 { 3348 {
3213 m_sceneGridService.KiPrimitive -= SendKillObject;
3214 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3349 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3215 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3350 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3216 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3351 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3290,13 +3425,16 @@ namespace OpenSim.Region.Framework.Scenes
3290 sp = null; 3425 sp = null;
3291 } 3426 }
3292 3427
3293 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3294 3428
3295 //On login test land permisions 3429 //On login test land permisions
3296 if (vialogin) 3430 if (vialogin)
3297 { 3431 {
3298 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3432 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3433 if (cache != null)
3434 cache.Remove(agent.firstname + " " + agent.lastname);
3435 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3299 { 3436 {
3437 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3300 return false; 3438 return false;
3301 } 3439 }
3302 } 3440 }
@@ -3319,8 +3457,13 @@ namespace OpenSim.Region.Framework.Scenes
3319 3457
3320 try 3458 try
3321 { 3459 {
3322 if (!AuthorizeUser(agent, out reason)) 3460 // Always check estate if this is a login. Always
3323 return false; 3461 // check if banned regions are to be blacked out.
3462 if (vialogin || (!m_seeIntoBannedRegion))
3463 {
3464 if (!AuthorizeUser(agent, out reason))
3465 return false;
3466 }
3324 } 3467 }
3325 catch (Exception e) 3468 catch (Exception e)
3326 { 3469 {
@@ -3422,6 +3565,8 @@ namespace OpenSim.Region.Framework.Scenes
3422 } 3565 }
3423 } 3566 }
3424 // Honor parcel landing type and position. 3567 // Honor parcel landing type and position.
3568 /*
3569 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3425 if (land != null) 3570 if (land != null)
3426 { 3571 {
3427 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3572 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3429,26 +3574,34 @@ namespace OpenSim.Region.Framework.Scenes
3429 agent.startpos = land.LandData.UserLocation; 3574 agent.startpos = land.LandData.UserLocation;
3430 } 3575 }
3431 } 3576 }
3577 */// This is now handled properly in ScenePresence.MakeRootAgent
3432 } 3578 }
3433 3579
3434 return true; 3580 return true;
3435 } 3581 }
3436 3582
3437 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3583 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3438 { 3584 {
3439 3585 reason = String.Empty;
3440 bool banned = land.IsBannedFromLand(agent.AgentID); 3586 if (Permissions.IsGod(agentID))
3441 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3587 return true;
3588
3589 ILandObject land = LandChannel.GetLandObject(posX, posY);
3590 if (land == null)
3591 return false;
3592
3593 bool banned = land.IsBannedFromLand(agentID);
3594 bool restricted = land.IsRestrictedFromLand(agentID);
3442 3595
3443 if (banned || restricted) 3596 if (banned || restricted)
3444 { 3597 {
3445 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3598 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3446 if (nearestParcel != null) 3599 if (nearestParcel != null)
3447 { 3600 {
3448 //Move agent to nearest allowed 3601 //Move agent to nearest allowed
3449 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3602 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3450 agent.startpos.X = newPosition.X; 3603 posX = newPosition.X;
3451 agent.startpos.Y = newPosition.Y; 3604 posY = newPosition.Y;
3452 } 3605 }
3453 else 3606 else
3454 { 3607 {
@@ -3510,7 +3663,7 @@ namespace OpenSim.Region.Framework.Scenes
3510 3663
3511 if (!m_strictAccessControl) return true; 3664 if (!m_strictAccessControl) return true;
3512 if (Permissions.IsGod(agent.AgentID)) return true; 3665 if (Permissions.IsGod(agent.AgentID)) return true;
3513 3666
3514 if (AuthorizationService != null) 3667 if (AuthorizationService != null)
3515 { 3668 {
3516 if (!AuthorizationService.IsAuthorizedForRegion( 3669 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3518,14 +3671,14 @@ namespace OpenSim.Region.Framework.Scenes
3518 { 3671 {
3519 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3672 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3520 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3673 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3521 3674
3522 return false; 3675 return false;
3523 } 3676 }
3524 } 3677 }
3525 3678
3526 if (m_regInfo.EstateSettings != null) 3679 if (m_regInfo.EstateSettings != null)
3527 { 3680 {
3528 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3681 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3529 { 3682 {
3530 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3683 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3531 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3684 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3715,6 +3868,13 @@ namespace OpenSim.Region.Framework.Scenes
3715 3868
3716 // We have to wait until the viewer contacts this region after receiving EAC. 3869 // We have to wait until the viewer contacts this region after receiving EAC.
3717 // That calls AddNewClient, which finally creates the ScenePresence 3870 // That calls AddNewClient, which finally creates the ScenePresence
3871 int flags = GetUserFlags(cAgentData.AgentID);
3872 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3873 {
3874 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3875 return false;
3876 }
3877
3718 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3878 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3719 if (nearestParcel == null) 3879 if (nearestParcel == null)
3720 { 3880 {
@@ -3730,7 +3890,6 @@ namespace OpenSim.Region.Framework.Scenes
3730 return false; 3890 return false;
3731 } 3891 }
3732 3892
3733
3734 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3893 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3735 3894
3736 if (childAgentUpdate != null) 3895 if (childAgentUpdate != null)
@@ -3797,12 +3956,22 @@ namespace OpenSim.Region.Framework.Scenes
3797 return false; 3956 return false;
3798 } 3957 }
3799 3958
3959 public bool IncomingCloseAgent(UUID agentID)
3960 {
3961 return IncomingCloseAgent(agentID, false);
3962 }
3963
3964 public bool IncomingCloseChildAgent(UUID agentID)
3965 {
3966 return IncomingCloseAgent(agentID, true);
3967 }
3968
3800 /// <summary> 3969 /// <summary>
3801 /// Tell a single agent to disconnect from the region. 3970 /// Tell a single agent to disconnect from the region.
3802 /// </summary> 3971 /// </summary>
3803 /// <param name="regionHandle"></param>
3804 /// <param name="agentID"></param> 3972 /// <param name="agentID"></param>
3805 public bool IncomingCloseAgent(UUID agentID) 3973 /// <param name="childOnly"></param>
3974 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3806 { 3975 {
3807 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3976 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3808 3977
@@ -3814,7 +3983,7 @@ namespace OpenSim.Region.Framework.Scenes
3814 { 3983 {
3815 m_sceneGraph.removeUserCount(false); 3984 m_sceneGraph.removeUserCount(false);
3816 } 3985 }
3817 else 3986 else if (!childOnly)
3818 { 3987 {
3819 m_sceneGraph.removeUserCount(true); 3988 m_sceneGraph.removeUserCount(true);
3820 } 3989 }
@@ -3830,9 +3999,12 @@ namespace OpenSim.Region.Framework.Scenes
3830 } 3999 }
3831 else 4000 else
3832 presence.ControllingClient.SendShutdownConnectionNotice(); 4001 presence.ControllingClient.SendShutdownConnectionNotice();
4002 presence.ControllingClient.Close(false);
4003 }
4004 else if (!childOnly)
4005 {
4006 presence.ControllingClient.Close(true);
3833 } 4007 }
3834
3835 presence.ControllingClient.Close();
3836 return true; 4008 return true;
3837 } 4009 }
3838 4010
@@ -4447,34 +4619,66 @@ namespace OpenSim.Region.Framework.Scenes
4447 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4619 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4448 } 4620 }
4449 4621
4450 public int GetHealth() 4622 public int GetHealth(out int flags, out string message)
4451 { 4623 {
4452 // Returns: 4624 // Returns:
4453 // 1 = sim is up and accepting http requests. The heartbeat has 4625 // 1 = sim is up and accepting http requests. The heartbeat has
4454 // stopped and the sim is probably locked up, but a remote 4626 // stopped and the sim is probably locked up, but a remote
4455 // admin restart may succeed 4627 // admin restart may succeed
4456 // 4628 //
4457 // 2 = Sim is up and the heartbeat is running. The sim is likely 4629 // 2 = Sim is up and the heartbeat is running. The sim is likely
4458 // usable for people within and logins _may_ work 4630 // usable for people within
4631 //
4632 // 3 = Sim is up and one packet thread is running. Sim is
4633 // unstable and will not accept new logins
4634 //
4635 // 4 = Sim is up and both packet threads are running. Sim is
4636 // likely usable
4459 // 4637 //
4460 // 3 = We have seen a new user enter within the past 4 minutes 4638 // 5 = We have seen a new user enter within the past 4 minutes
4461 // which can be seen as positive confirmation of sim health 4639 // which can be seen as positive confirmation of sim health
4462 // 4640 //
4641
4642 flags = 0;
4643 message = String.Empty;
4644
4645 CheckHeartbeat();
4646
4647 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4648 {
4649 // We're still starting
4650 // 0 means "in startup", it can't happen another way, since
4651 // to get here, we must be able to accept http connections
4652 return 0;
4653 }
4654
4463 int health=1; // Start at 1, means we're up 4655 int health=1; // Start at 1, means we're up
4464 4656
4465 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4657 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4658 {
4466 health+=1; 4659 health+=1;
4467 else 4660 flags |= 1;
4661 }
4662
4663 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4664 {
4665 health+=1;
4666 flags |= 2;
4667 }
4668
4669 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4670 {
4671 health+=1;
4672 flags |= 4;
4673 }
4674
4675 if (flags != 7)
4468 return health; 4676 return health;
4469 4677
4470 // A login in the last 4 mins? We can't be doing too badly 4678 // A login in the last 4 mins? We can't be doing too badly
4471 // 4679 //
4472 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4680 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4473 health++; 4681 health++;
4474 else
4475 return health;
4476
4477 CheckHeartbeat();
4478 4682
4479 return health; 4683 return health;
4480 } 4684 }
@@ -4667,7 +4871,7 @@ namespace OpenSim.Region.Framework.Scenes
4667 if (m_firstHeartbeat) 4871 if (m_firstHeartbeat)
4668 return; 4872 return;
4669 4873
4670 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4874 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4671 StartTimer(); 4875 StartTimer();
4672 } 4876 }
4673 4877
@@ -5116,6 +5320,19 @@ namespace OpenSim.Region.Framework.Scenes
5116// } 5320// }
5117// } 5321// }
5118 5322
5323 public void ThreadAlive(int threadCode)
5324 {
5325 switch(threadCode)
5326 {
5327 case 1: // Incoming
5328 m_lastIncoming = Util.EnvironmentTickCount();
5329 break;
5330 case 2: // Incoming
5331 m_lastOutgoing = Util.EnvironmentTickCount();
5332 break;
5333 }
5334 }
5335
5119 // This method is called across the simulation connector to 5336 // This method is called across the simulation connector to
5120 // determine if a given agent is allowed in this region 5337 // determine if a given agent is allowed in this region
5121 // AS A ROOT AGENT. Returning false here will prevent them 5338 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5124,6 +5341,14 @@ namespace OpenSim.Region.Framework.Scenes
5124 // child agent creation, thereby emulating the SL behavior. 5341 // child agent creation, thereby emulating the SL behavior.
5125 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5342 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5126 { 5343 {
5344 reason = "You are banned from the region";
5345
5346 if (Permissions.IsGod(agentID))
5347 {
5348 reason = String.Empty;
5349 return true;
5350 }
5351
5127 int num = m_sceneGraph.GetNumberOfScenePresences(); 5352 int num = m_sceneGraph.GetNumberOfScenePresences();
5128 5353
5129 if (num >= RegionInfo.RegionSettings.AgentLimit) 5354 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5135,11 +5360,60 @@ namespace OpenSim.Region.Framework.Scenes
5135 } 5360 }
5136 } 5361 }
5137 5362
5363 try
5364 {
5365 if (!AuthorizeUser(GetScenePresence(agentID).ControllingClient.RequestClientInfo(), out reason))
5366 {
5367 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5368 return false;
5369 }
5370 }
5371 catch
5372 {
5373 return false;
5374 }
5375
5376 if (position == Vector3.Zero) // Teleport
5377 {
5378 float posX = 128.0f;
5379 float posY = 128.0f;
5380
5381 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5382 {
5383 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5384 return false;
5385 }
5386 }
5387 else // Walking
5388 {
5389 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5390 if (land == null)
5391 return false;
5392
5393 bool banned = land.IsBannedFromLand(agentID);
5394 bool restricted = land.IsRestrictedFromLand(agentID);
5395
5396 if (banned || restricted)
5397 return false;
5398 }
5399
5138 reason = String.Empty; 5400 reason = String.Empty;
5139 return true; 5401 return true;
5140 } 5402 }
5141 5403
5142 /// <summary> 5404 public void StartTimerWatchdog()
5405 {
5406 m_timerWatchdog.Interval = 1000;
5407 m_timerWatchdog.Elapsed += TimerWatchdog;
5408 m_timerWatchdog.AutoReset = true;
5409 m_timerWatchdog.Start();
5410 }
5411
5412 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5413 {
5414 CheckHeartbeat();
5415 }
5416
5143 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5417 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5144 /// autopilot that moves an avatar to a sit target!. 5418 /// autopilot that moves an avatar to a sit target!.
5145 /// </summary> 5419 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index ec94f10..bf861b8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 7cffa70..fe9fe31 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index caec704..13668ab 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -132,13 +141,18 @@ namespace OpenSim.Region.Framework.Scenes
132 141
133 protected internal void Close() 142 protected internal void Close()
134 { 143 {
135 lock (m_presenceLock) 144 m_scenePresencesLock.EnterWriteLock();
145 try
136 { 146 {
137 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 147 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
138 List<ScenePresence> newlist = new List<ScenePresence>(); 148 List<ScenePresence> newlist = new List<ScenePresence>();
139 m_scenePresenceMap = newmap; 149 m_scenePresenceMap = newmap;
140 m_scenePresenceArray = newlist; 150 m_scenePresenceArray = newlist;
141 } 151 }
152 finally
153 {
154 m_scenePresencesLock.ExitWriteLock();
155 }
142 156
143 lock (SceneObjectGroupsByFullID) 157 lock (SceneObjectGroupsByFullID)
144 SceneObjectGroupsByFullID.Clear(); 158 SceneObjectGroupsByFullID.Clear();
@@ -281,6 +295,33 @@ namespace OpenSim.Region.Framework.Scenes
281 protected internal bool AddRestoredSceneObject( 295 protected internal bool AddRestoredSceneObject(
282 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 296 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
283 { 297 {
298 if (!m_parentScene.CombineRegions)
299 {
300 // KF: Check for out-of-region, move inside and make static.
301 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
302 sceneObject.RootPart.GroupPosition.Y,
303 sceneObject.RootPart.GroupPosition.Z);
304 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 ||
305 npos.X > Constants.RegionSize ||
306 npos.Y > Constants.RegionSize))
307 {
308 if (npos.X < 0.0) npos.X = 1.0f;
309 if (npos.Y < 0.0) npos.Y = 1.0f;
310 if (npos.Z < 0.0) npos.Z = 0.0f;
311 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
312 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
313
314 foreach (SceneObjectPart part in sceneObject.Parts)
315 {
316 part.GroupPosition = npos;
317 }
318 sceneObject.RootPart.Velocity = Vector3.Zero;
319 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
320 sceneObject.RootPart.Acceleration = Vector3.Zero;
321 sceneObject.RootPart.Velocity = Vector3.Zero;
322 }
323 }
324
284 if (attachToBackup && (!alreadyPersisted)) 325 if (attachToBackup && (!alreadyPersisted))
285 { 326 {
286 sceneObject.ForceInventoryPersistence(); 327 sceneObject.ForceInventoryPersistence();
@@ -498,6 +539,30 @@ namespace OpenSim.Region.Framework.Scenes
498 m_updateList[obj.UUID] = obj; 539 m_updateList[obj.UUID] = obj;
499 } 540 }
500 541
542 public void FireAttachToBackup(SceneObjectGroup obj)
543 {
544 if (OnAttachToBackup != null)
545 {
546 OnAttachToBackup(obj);
547 }
548 }
549
550 public void FireDetachFromBackup(SceneObjectGroup obj)
551 {
552 if (OnDetachFromBackup != null)
553 {
554 OnDetachFromBackup(obj);
555 }
556 }
557
558 public void FireChangeBackup(SceneObjectGroup obj)
559 {
560 if (OnChangeBackup != null)
561 {
562 OnChangeBackup(obj);
563 }
564 }
565
501 /// <summary> 566 /// <summary>
502 /// Process all pending updates 567 /// Process all pending updates
503 /// </summary> 568 /// </summary>
@@ -629,7 +694,8 @@ namespace OpenSim.Region.Framework.Scenes
629 694
630 Entities[presence.UUID] = presence; 695 Entities[presence.UUID] = presence;
631 696
632 lock (m_presenceLock) 697 m_scenePresencesLock.EnterWriteLock();
698 try
633 { 699 {
634 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 700 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
635 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 701 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -653,6 +719,10 @@ namespace OpenSim.Region.Framework.Scenes
653 m_scenePresenceMap = newmap; 719 m_scenePresenceMap = newmap;
654 m_scenePresenceArray = newlist; 720 m_scenePresenceArray = newlist;
655 } 721 }
722 finally
723 {
724 m_scenePresencesLock.ExitWriteLock();
725 }
656 } 726 }
657 727
658 /// <summary> 728 /// <summary>
@@ -667,7 +737,8 @@ namespace OpenSim.Region.Framework.Scenes
667 agentID); 737 agentID);
668 } 738 }
669 739
670 lock (m_presenceLock) 740 m_scenePresencesLock.EnterWriteLock();
741 try
671 { 742 {
672 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 743 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
673 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 744 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -689,6 +760,10 @@ namespace OpenSim.Region.Framework.Scenes
689 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 760 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
690 } 761 }
691 } 762 }
763 finally
764 {
765 m_scenePresencesLock.ExitWriteLock();
766 }
692 } 767 }
693 768
694 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 769 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1388,8 +1463,13 @@ namespace OpenSim.Region.Framework.Scenes
1388 { 1463 {
1389 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1464 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1390 { 1465 {
1391 if (m_parentScene.AttachmentsModule != null) 1466 // Set the new attachment point data in the object
1392 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1467 byte attachmentPoint = group.GetAttachmentPoint();
1468 group.UpdateGroupPosition(pos);
1469 group.IsAttachment = false;
1470 group.AbsolutePosition = group.RootPart.AttachedPos;
1471 group.AttachmentPoint = attachmentPoint;
1472 group.HasGroupChanged = true;
1393 } 1473 }
1394 else 1474 else
1395 { 1475 {
@@ -1653,10 +1733,13 @@ namespace OpenSim.Region.Framework.Scenes
1653 /// <param name="childPrims"></param> 1733 /// <param name="childPrims"></param>
1654 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1734 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1655 { 1735 {
1736 SceneObjectGroup parentGroup = root.ParentGroup;
1737 if (parentGroup == null) return;
1656 Monitor.Enter(m_updateLock); 1738 Monitor.Enter(m_updateLock);
1739
1657 try 1740 try
1658 { 1741 {
1659 SceneObjectGroup parentGroup = root.ParentGroup; 1742 parentGroup.areUpdatesSuspended = true;
1660 1743
1661 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1744 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1662 1745
@@ -1668,9 +1751,13 @@ namespace OpenSim.Region.Framework.Scenes
1668 // Make sure no child prim is set for sale 1751 // Make sure no child prim is set for sale
1669 // So that, on delink, no prims are unwittingly 1752 // So that, on delink, no prims are unwittingly
1670 // left for sale and sold off 1753 // left for sale and sold off
1671 child.RootPart.ObjectSaleType = 0; 1754
1672 child.RootPart.SalePrice = 10; 1755 if (child != null)
1673 childGroups.Add(child); 1756 {
1757 child.RootPart.ObjectSaleType = 0;
1758 child.RootPart.SalePrice = 10;
1759 childGroups.Add(child);
1760 }
1674 } 1761 }
1675 1762
1676 foreach (SceneObjectGroup child in childGroups) 1763 foreach (SceneObjectGroup child in childGroups)
@@ -1686,12 +1773,13 @@ namespace OpenSim.Region.Framework.Scenes
1686 // occur on link to invoke this elsewhere (such as object selection) 1773 // occur on link to invoke this elsewhere (such as object selection)
1687 parentGroup.RootPart.CreateSelected = true; 1774 parentGroup.RootPart.CreateSelected = true;
1688 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1775 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1689 parentGroup.HasGroupChanged = true;
1690 parentGroup.ScheduleGroupForFullUpdate();
1691
1692 } 1776 }
1693 finally 1777 finally
1694 { 1778 {
1779 parentGroup.areUpdatesSuspended = false;
1780 parentGroup.HasGroupChanged = true;
1781 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1782 parentGroup.ScheduleGroupForFullUpdate();
1695 Monitor.Exit(m_updateLock); 1783 Monitor.Exit(m_updateLock);
1696 } 1784 }
1697 } 1785 }
@@ -1723,21 +1811,24 @@ namespace OpenSim.Region.Framework.Scenes
1723 1811
1724 SceneObjectGroup group = part.ParentGroup; 1812 SceneObjectGroup group = part.ParentGroup;
1725 if (!affectedGroups.Contains(group)) 1813 if (!affectedGroups.Contains(group))
1814 {
1815 group.areUpdatesSuspended = true;
1726 affectedGroups.Add(group); 1816 affectedGroups.Add(group);
1817 }
1727 } 1818 }
1728 } 1819 }
1729 } 1820 }
1730 1821
1731 foreach (SceneObjectPart child in childParts) 1822 if (childParts.Count > 0)
1732 { 1823 {
1733 // Unlink all child parts from their groups 1824 foreach (SceneObjectPart child in childParts)
1734 // 1825 {
1735 child.ParentGroup.DelinkFromGroup(child, true); 1826 // Unlink all child parts from their groups
1736 1827 //
1737 // These are not in affected groups and will not be 1828 child.ParentGroup.DelinkFromGroup(child, true);
1738 // handled further. Do the honors here. 1829 child.ParentGroup.HasGroupChanged = true;
1739 child.ParentGroup.HasGroupChanged = true; 1830 child.ParentGroup.ScheduleGroupForFullUpdate();
1740 child.ParentGroup.ScheduleGroupForFullUpdate(); 1831 }
1741 } 1832 }
1742 1833
1743 foreach (SceneObjectPart root in rootParts) 1834 foreach (SceneObjectPart root in rootParts)
@@ -1747,56 +1838,68 @@ namespace OpenSim.Region.Framework.Scenes
1747 // However, editing linked parts and unlinking may be different 1838 // However, editing linked parts and unlinking may be different
1748 // 1839 //
1749 SceneObjectGroup group = root.ParentGroup; 1840 SceneObjectGroup group = root.ParentGroup;
1841 group.areUpdatesSuspended = true;
1750 1842
1751 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1843 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1752 int numChildren = newSet.Count; 1844 int numChildren = newSet.Count;
1753 1845
1846 if (numChildren == 1)
1847 break;
1848
1754 // If there are prims left in a link set, but the root is 1849 // If there are prims left in a link set, but the root is
1755 // slated for unlink, we need to do this 1850 // slated for unlink, we need to do this
1851 // Unlink the remaining set
1756 // 1852 //
1757 if (numChildren != 1) 1853 bool sendEventsToRemainder = true;
1758 { 1854 if (numChildren > 1)
1759 // Unlink the remaining set 1855 sendEventsToRemainder = false;
1760 //
1761 bool sendEventsToRemainder = true;
1762 if (numChildren > 1)
1763 sendEventsToRemainder = false;
1764 1856
1765 foreach (SceneObjectPart p in newSet) 1857 foreach (SceneObjectPart p in newSet)
1858 {
1859 if (p != group.RootPart)
1766 { 1860 {
1767 if (p != group.RootPart) 1861 group.DelinkFromGroup(p, sendEventsToRemainder);
1768 group.DelinkFromGroup(p, sendEventsToRemainder); 1862 if (numChildren > 2)
1863 {
1864 p.ParentGroup.areUpdatesSuspended = true;
1865 }
1866 else
1867 {
1868 p.ParentGroup.HasGroupChanged = true;
1869 p.ParentGroup.ScheduleGroupForFullUpdate();
1870 }
1769 } 1871 }
1872 }
1770 1873
1771 // If there is more than one prim remaining, we 1874 // If there is more than one prim remaining, we
1772 // need to re-link 1875 // need to re-link
1876 //
1877 if (numChildren > 2)
1878 {
1879 // Remove old root
1880 //
1881 if (newSet.Contains(root))
1882 newSet.Remove(root);
1883
1884 // Preserve link ordering
1773 // 1885 //
1774 if (numChildren > 2) 1886 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1775 { 1887 {
1776 // Remove old root 1888 return a.LinkNum.CompareTo(b.LinkNum);
1777 // 1889 });
1778 if (newSet.Contains(root))
1779 newSet.Remove(root);
1780
1781 // Preserve link ordering
1782 //
1783 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1784 {
1785 return a.LinkNum.CompareTo(b.LinkNum);
1786 });
1787 1890
1788 // Determine new root 1891 // Determine new root
1789 // 1892 //
1790 SceneObjectPart newRoot = newSet[0]; 1893 SceneObjectPart newRoot = newSet[0];
1791 newSet.RemoveAt(0); 1894 newSet.RemoveAt(0);
1792 1895
1793 foreach (SceneObjectPart newChild in newSet) 1896 foreach (SceneObjectPart newChild in newSet)
1794 newChild.UpdateFlag = 0; 1897 newChild.UpdateFlag = 0;
1795 1898
1796 LinkObjects(newRoot, newSet); 1899 newRoot.ParentGroup.areUpdatesSuspended = true;
1797 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1900 LinkObjects(newRoot, newSet);
1798 affectedGroups.Add(newRoot.ParentGroup); 1901 if (!affectedGroups.Contains(newRoot.ParentGroup))
1799 } 1902 affectedGroups.Add(newRoot.ParentGroup);
1800 } 1903 }
1801 } 1904 }
1802 1905
@@ -1804,8 +1907,14 @@ namespace OpenSim.Region.Framework.Scenes
1804 // 1907 //
1805 foreach (SceneObjectGroup g in affectedGroups) 1908 foreach (SceneObjectGroup g in affectedGroups)
1806 { 1909 {
1910 // Child prims that have been unlinked and deleted will
1911 // return unless the root is deleted. This will remove them
1912 // from the database. They will be rewritten immediately,
1913 // minus the rows for the unlinked child prims.
1914 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1807 g.TriggerScriptChangedEvent(Changed.LINK); 1915 g.TriggerScriptChangedEvent(Changed.LINK);
1808 g.HasGroupChanged = true; // Persist 1916 g.HasGroupChanged = true; // Persist
1917 g.areUpdatesSuspended = false;
1809 g.ScheduleGroupForFullUpdate(); 1918 g.ScheduleGroupForFullUpdate();
1810 } 1919 }
1811 } 1920 }
@@ -1923,9 +2032,6 @@ namespace OpenSim.Region.Framework.Scenes
1923 child.ApplyNextOwnerPermissions(); 2032 child.ApplyNextOwnerPermissions();
1924 } 2033 }
1925 } 2034 }
1926
1927 copy.RootPart.ObjectSaleType = 0;
1928 copy.RootPart.SalePrice = 10;
1929 } 2035 }
1930 2036
1931 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2037 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..6bd9183 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d983d7f..7493368 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes
286 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
287 { 350 {
288 get { return m_rotation; } 351 get { return m_rotation; }
289 set { m_rotation = value; } 352 set {
353 m_rotation = value;
354 }
290 } 355 }
291 356
292 public Quaternion GroupRotation 357 public Quaternion GroupRotation
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
397 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
398 } 463 }
399 } 464 }
400 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
401 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
402 { 471 {
403 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
411 return; 480 return;
412 } 481 }
413 } 482 }
414
415 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
416 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
417 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p;
497 if (m_parts.TryGetValue(av.LinkedPrim, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
418 506
419 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
420 //{ 508 //{
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 661 /// </summary>
574 public SceneObjectGroup() 662 public SceneObjectGroup()
575 { 663 {
664
576 } 665 }
577 666
578 /// <summary> 667 /// <summary>
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
589 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
590 /// </summary> 679 /// </summary>
591 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
592 { 681 {
593 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
594 } 683 }
595 684
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
637 /// </summary> 726 /// </summary>
638 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
639 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
640 if (InSceneBackup) 732 if (InSceneBackup)
641 { 733 {
642 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
679 771
680 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
681 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
682 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
683 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
684 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
724 result.normal = inter.normal; 819 result.normal = inter.normal;
725 result.distance = inter.distance; 820 result.distance = inter.distance;
726 } 821 }
822
727 } 823 }
728 } 824 }
729
730 return result; 825 return result;
731 } 826 }
732 827
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
746 minZ = 8192f; 841 minZ = 8192f;
747 842
748 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
749 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
750 { 845 {
751 SceneObjectPart part = parts[i];
752
753 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
754 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
755 Quaternion worldRot; 848 Quaternion worldRot;
756 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
757 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
758 else 853 else
854 {
759 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
760 857
761 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
762 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
768 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
769 Vector3 backBottomRight; 866 Vector3 backBottomRight;
770 867
868 // Vector3[] corners = new Vector3[8];
869
771 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
772 871
773 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
802 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
803 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
804 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
805 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
806 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
807 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
823 backTopLeft += offset; 954 backTopLeft += offset;
824 backTopRight += offset; 955 backTopRight += offset;
825 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
826 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
827 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
828 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
968 1108
969 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
970 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
971 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
972 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
973 1118
974 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
975 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
976 { 1121 {
977 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
978 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
979 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
980 } 1125 }
981 1126
982 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
996 } 1141 }
997 1142
998 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
999 /// 1306 ///
1000 /// </summary> 1307 /// </summary>
1001 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1045,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1045 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1046 { 1353 {
1047 part.SetParent(this); 1354 part.SetParent(this);
1048 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1049 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1050 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1051 } 1361 }
@@ -1153,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1153 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1154 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1155 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1156 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1157 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1158 { 1473 {
@@ -1164,17 +1479,19 @@ namespace OpenSim.Region.Framework.Scenes
1164 avatar.StandUp(); 1479 avatar.StandUp();
1165 1480
1166 if (!silent) 1481 if (!silent)
1167 { 1482 {
1168 part.UpdateFlag = 0; 1483 part.UpdateFlag = 0;
1169 if (part == m_rootPart) 1484 if (part == m_rootPart)
1170 { 1485 {
1171 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1486 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1172 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1487 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1173 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1488 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId});
1174 } 1489 }
1175 } 1490 }
1176 }); 1491 });
1177 } 1492 }
1493
1494
1178 } 1495 }
1179 1496
1180 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1271,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1271 1588
1272 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1273 { 1590 {
1274 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1275 } 1597 }
1276 1598
1277 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1303,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1303 return; 1625 return;
1304 } 1626 }
1305 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1306 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1307 // any exception propogate upwards. 1632 // any exception propogate upwards.
1308 try 1633 try
1309 { 1634 {
1310 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1311 { 1639 {
1312 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1313 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1334,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1334 } 1662 }
1335 } 1663 }
1336 } 1664 }
1665
1337 } 1666 }
1338 1667
1339 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1341,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1341 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1342 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1343 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1344// m_log.DebugFormat( 1687// m_log.DebugFormat(
1345// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1346// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1418,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1418 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1419 1762
1420 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1421 1764
1422 if (!userExposed) 1765 if (!userExposed)
1423 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1424 1767
@@ -1436,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1436 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1437 1780
1438 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1439 1782
1440 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1441 { 1784 {
1442 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1443 } 1786 }
1444 ); 1787 );
1445 1788
1446 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1460,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1461 { 1804 {
1462 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1463 1806
1464 newPart.PhysActor 1807 newPart.PhysActor
1465 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1466 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1470,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1470 newPart.RotationOffset, 1813 newPart.RotationOffset,
1471 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1472 newPart.LocalId); 1815 newPart.LocalId);
1473 1816
1474 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1475 } 1818 }
1476 } 1819 }
1477 1820
1478 if (userExposed) 1821 if (userExposed)
1479 { 1822 {
1480 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1589,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 return Vector3.Zero; 1932 return Vector3.Zero;
1590 } 1933 }
1591 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1592 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1593 { 1937 {
1594 if (IsAttachment) 1938 if (IsAttachment)
@@ -1616,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1616 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1617 } 1961 }
1618 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1619 public void stopLookAt() 1990 public void stopLookAt()
1620 { 1991 {
1621 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1622 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1623 } 2001 }
1624 2002
1625 /// <summary> 2003 /// <summary>
@@ -1677,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1677 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1678 { 2056 {
1679 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1680 AddPart(newPart); 2060 AddPart(newPart);
1681 2061
1682 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1823,11 +2203,11 @@ namespace OpenSim.Region.Framework.Scenes
1823 /// Immediately send a full update for this scene object. 2203 /// Immediately send a full update for this scene object.
1824 /// </summary> 2204 /// </summary>
1825 public void SendGroupFullUpdate() 2205 public void SendGroupFullUpdate()
1826 { 2206 {
1827 if (IsDeleted) 2207 if (IsDeleted)
1828 return; 2208 return;
1829 2209
1830// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2210// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1831 2211
1832 RootPart.SendFullUpdateToAllClients(); 2212 RootPart.SendFullUpdateToAllClients();
1833 2213
@@ -1991,6 +2371,7 @@ namespace OpenSim.Region.Framework.Scenes
1991 Quaternion oldRootRotation = linkPart.RotationOffset; 2371 Quaternion oldRootRotation = linkPart.RotationOffset;
1992 2372
1993 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2373 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2374 linkPart.ParentID = m_rootPart.LocalId;
1994 linkPart.GroupPosition = AbsolutePosition; 2375 linkPart.GroupPosition = AbsolutePosition;
1995 Vector3 axPos = linkPart.OffsetPosition; 2376 Vector3 axPos = linkPart.OffsetPosition;
1996 2377
@@ -2023,12 +2404,15 @@ namespace OpenSim.Region.Framework.Scenes
2023 part.LinkNum += objectGroup.PrimCount; 2404 part.LinkNum += objectGroup.PrimCount;
2024 } 2405 }
2025 } 2406 }
2407 }
2026 2408
2027 linkPart.LinkNum = 2; 2409 linkPart.LinkNum = 2;
2028 2410
2029 linkPart.SetParent(this); 2411 linkPart.SetParent(this);
2030 linkPart.CreateSelected = true; 2412 linkPart.CreateSelected = true;
2031 2413
2414 lock (m_parts.SyncRoot)
2415 {
2032 //if (linkPart.PhysActor != null) 2416 //if (linkPart.PhysActor != null)
2033 //{ 2417 //{
2034 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2418 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2186,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// <param name="objectGroup"></param> 2570 /// <param name="objectGroup"></param>
2187 public virtual void DetachFromBackup() 2571 public virtual void DetachFromBackup()
2188 { 2572 {
2573 m_scene.SceneGraph.FireDetachFromBackup(this);
2189 if (m_isBackedUp && Scene != null) 2574 if (m_isBackedUp && Scene != null)
2190 m_scene.EventManager.OnBackup -= ProcessBackup; 2575 m_scene.EventManager.OnBackup -= ProcessBackup;
2191 2576
@@ -2204,7 +2589,8 @@ namespace OpenSim.Region.Framework.Scenes
2204 2589
2205 axPos *= parentRot; 2590 axPos *= parentRot;
2206 part.OffsetPosition = axPos; 2591 part.OffsetPosition = axPos;
2207 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2592 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2593 part.GroupPosition = newPos;
2208 part.OffsetPosition = Vector3.Zero; 2594 part.OffsetPosition = Vector3.Zero;
2209 part.RotationOffset = worldRot; 2595 part.RotationOffset = worldRot;
2210 2596
@@ -2215,7 +2601,7 @@ namespace OpenSim.Region.Framework.Scenes
2215 2601
2216 part.LinkNum = linkNum; 2602 part.LinkNum = linkNum;
2217 2603
2218 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2604 part.OffsetPosition = newPos - AbsolutePosition;
2219 2605
2220 Quaternion rootRotation = m_rootPart.RotationOffset; 2606 Quaternion rootRotation = m_rootPart.RotationOffset;
2221 2607
@@ -2225,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes
2225 2611
2226 parentRot = m_rootPart.RotationOffset; 2612 parentRot = m_rootPart.RotationOffset;
2227 oldRot = part.RotationOffset; 2613 oldRot = part.RotationOffset;
2228 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2614 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2229 part.RotationOffset = newRot; 2615 part.RotationOffset = newRot;
2230 } 2616 }
2231 2617
@@ -2472,8 +2858,12 @@ namespace OpenSim.Region.Framework.Scenes
2472 } 2858 }
2473 } 2859 }
2474 2860
2861 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2475 for (int i = 0; i < parts.Length; i++) 2862 for (int i = 0; i < parts.Length; i++)
2476 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2863 {
2864 if (parts[i] != RootPart)
2865 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2866 }
2477 } 2867 }
2478 } 2868 }
2479 2869
@@ -2486,6 +2876,17 @@ namespace OpenSim.Region.Framework.Scenes
2486 } 2876 }
2487 } 2877 }
2488 2878
2879
2880
2881 /// <summary>
2882 /// Gets the number of parts
2883 /// </summary>
2884 /// <returns></returns>
2885 public int GetPartCount()
2886 {
2887 return Parts.Count();
2888 }
2889
2489 /// <summary> 2890 /// <summary>
2490 /// Update the texture entry for this part 2891 /// Update the texture entry for this part
2491 /// </summary> 2892 /// </summary>
@@ -2542,7 +2943,6 @@ namespace OpenSim.Region.Framework.Scenes
2542 { 2943 {
2543// m_log.DebugFormat( 2944// m_log.DebugFormat(
2544// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2945// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2545
2546 RootPart.StoreUndoState(true); 2946 RootPart.StoreUndoState(true);
2547 2947
2548 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2948 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2643,7 +3043,6 @@ namespace OpenSim.Region.Framework.Scenes
2643 prevScale.X *= x; 3043 prevScale.X *= x;
2644 prevScale.Y *= y; 3044 prevScale.Y *= y;
2645 prevScale.Z *= z; 3045 prevScale.Z *= z;
2646
2647// RootPart.IgnoreUndoUpdate = true; 3046// RootPart.IgnoreUndoUpdate = true;
2648 RootPart.Resize(prevScale); 3047 RootPart.Resize(prevScale);
2649// RootPart.IgnoreUndoUpdate = false; 3048// RootPart.IgnoreUndoUpdate = false;
@@ -2674,7 +3073,9 @@ namespace OpenSim.Region.Framework.Scenes
2674 } 3073 }
2675 3074
2676// obPart.IgnoreUndoUpdate = false; 3075// obPart.IgnoreUndoUpdate = false;
2677// obPart.StoreUndoState(); 3076 HasGroupChanged = true;
3077 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3078 ScheduleGroupForTerseUpdate();
2678 } 3079 }
2679 3080
2680// m_log.DebugFormat( 3081// m_log.DebugFormat(
@@ -2734,9 +3135,9 @@ namespace OpenSim.Region.Framework.Scenes
2734 { 3135 {
2735 SceneObjectPart part = GetChildPart(localID); 3136 SceneObjectPart part = GetChildPart(localID);
2736 3137
2737// SceneObjectPart[] parts = m_parts.GetArray(); 3138 SceneObjectPart[] parts = m_parts.GetArray();
2738// for (int i = 0; i < parts.Length; i++) 3139 for (int i = 0; i < parts.Length; i++)
2739// parts[i].StoreUndoState(); 3140 parts[i].StoreUndoState();
2740 3141
2741 if (part != null) 3142 if (part != null)
2742 { 3143 {
@@ -2792,10 +3193,27 @@ namespace OpenSim.Region.Framework.Scenes
2792 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3193 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2793 } 3194 }
2794 3195
2795 AbsolutePosition = newPos; 3196 //We have to set undoing here because otherwise an undo state will be saved
3197 if (!m_rootPart.Undoing)
3198 {
3199 m_rootPart.Undoing = true;
3200 AbsolutePosition = newPos;
3201 m_rootPart.Undoing = false;
3202 }
3203 else
3204 {
3205 AbsolutePosition = newPos;
3206 }
2796 3207
2797 HasGroupChanged = true; 3208 HasGroupChanged = true;
2798 ScheduleGroupForTerseUpdate(); 3209 if (m_rootPart.Undoing)
3210 {
3211 ScheduleGroupForFullUpdate();
3212 }
3213 else
3214 {
3215 ScheduleGroupForTerseUpdate();
3216 }
2799 } 3217 }
2800 3218
2801 public void OffsetForNewRegion(Vector3 offset) 3219 public void OffsetForNewRegion(Vector3 offset)
@@ -2877,10 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
2877 public void UpdateSingleRotation(Quaternion rot, uint localID) 3295 public void UpdateSingleRotation(Quaternion rot, uint localID)
2878 { 3296 {
2879 SceneObjectPart part = GetChildPart(localID); 3297 SceneObjectPart part = GetChildPart(localID);
2880
2881 SceneObjectPart[] parts = m_parts.GetArray(); 3298 SceneObjectPart[] parts = m_parts.GetArray();
2882 for (int i = 0; i < parts.Length; i++)
2883 parts[i].StoreUndoState();
2884 3299
2885 if (part != null) 3300 if (part != null)
2886 { 3301 {
@@ -2918,7 +3333,16 @@ namespace OpenSim.Region.Framework.Scenes
2918 if (part.UUID == m_rootPart.UUID) 3333 if (part.UUID == m_rootPart.UUID)
2919 { 3334 {
2920 UpdateRootRotation(rot); 3335 UpdateRootRotation(rot);
2921 AbsolutePosition = pos; 3336 if (!m_rootPart.Undoing)
3337 {
3338 m_rootPart.Undoing = true;
3339 AbsolutePosition = pos;
3340 m_rootPart.Undoing = false;
3341 }
3342 else
3343 {
3344 AbsolutePosition = pos;
3345 }
2922 } 3346 }
2923 else 3347 else
2924 { 3348 {
@@ -2942,9 +3366,10 @@ namespace OpenSim.Region.Framework.Scenes
2942 3366
2943 Quaternion axRot = rot; 3367 Quaternion axRot = rot;
2944 Quaternion oldParentRot = m_rootPart.RotationOffset; 3368 Quaternion oldParentRot = m_rootPart.RotationOffset;
2945
2946 m_rootPart.StoreUndoState(); 3369 m_rootPart.StoreUndoState();
2947 m_rootPart.UpdateRotation(rot); 3370
3371 //Don't use UpdateRotation because it schedules an update prematurely
3372 m_rootPart.RotationOffset = rot;
2948 if (m_rootPart.PhysActor != null) 3373 if (m_rootPart.PhysActor != null)
2949 { 3374 {
2950 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3375 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2958,15 +3383,18 @@ namespace OpenSim.Region.Framework.Scenes
2958 if (prim.UUID != m_rootPart.UUID) 3383 if (prim.UUID != m_rootPart.UUID)
2959 { 3384 {
2960 prim.IgnoreUndoUpdate = true; 3385 prim.IgnoreUndoUpdate = true;
3386
3387 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3388 NewRot = Quaternion.Inverse(axRot) * NewRot;
3389 prim.RotationOffset = NewRot;
3390
2961 Vector3 axPos = prim.OffsetPosition; 3391 Vector3 axPos = prim.OffsetPosition;
3392
2962 axPos *= oldParentRot; 3393 axPos *= oldParentRot;
2963 axPos *= Quaternion.Inverse(axRot); 3394 axPos *= Quaternion.Inverse(axRot);
2964 prim.OffsetPosition = axPos; 3395 prim.OffsetPosition = axPos;
2965 Quaternion primsRot = prim.RotationOffset; 3396
2966 Quaternion newRot = primsRot * oldParentRot; 3397 prim.IgnoreUndoUpdate = false;
2967 newRot *= Quaternion.Inverse(axRot);
2968 prim.RotationOffset = newRot;
2969 prim.ScheduleTerseUpdate();
2970 prim.IgnoreUndoUpdate = false; 3398 prim.IgnoreUndoUpdate = false;
2971 } 3399 }
2972 } 3400 }
@@ -2980,8 +3408,8 @@ namespace OpenSim.Region.Framework.Scenes
2980//// childpart.StoreUndoState(); 3408//// childpart.StoreUndoState();
2981// } 3409// }
2982// } 3410// }
2983 3411 HasGroupChanged = true;
2984 m_rootPart.ScheduleTerseUpdate(); 3412 ScheduleGroupForFullUpdate();
2985 3413
2986// m_log.DebugFormat( 3414// m_log.DebugFormat(
2987// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3415// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3209,7 +3637,6 @@ namespace OpenSim.Region.Framework.Scenes
3209 public float GetMass() 3637 public float GetMass()
3210 { 3638 {
3211 float retmass = 0f; 3639 float retmass = 0f;
3212
3213 SceneObjectPart[] parts = m_parts.GetArray(); 3640 SceneObjectPart[] parts = m_parts.GetArray();
3214 for (int i = 0; i < parts.Length; i++) 3641 for (int i = 0; i < parts.Length; i++)
3215 retmass += parts[i].GetMass(); 3642 retmass += parts[i].GetMass();
@@ -3303,6 +3730,14 @@ namespace OpenSim.Region.Framework.Scenes
3303 SetFromItemID(uuid); 3730 SetFromItemID(uuid);
3304 } 3731 }
3305 3732
3733 public void ResetOwnerChangeFlag()
3734 {
3735 ForEachPart(delegate(SceneObjectPart part)
3736 {
3737 part.ResetOwnerChangeFlag();
3738 });
3739 }
3740
3306 #endregion 3741 #endregion
3307 } 3742 }
3308} 3743}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4abece1..c6264b5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -272,6 +281,7 @@ namespace OpenSim.Region.Framework.Scenes
272 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 281 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
273 private Vector3 m_sitTargetPosition; 282 private Vector3 m_sitTargetPosition;
274 private string m_sitAnimation = "SIT"; 283 private string m_sitAnimation = "SIT";
284 private bool m_occupied; // KF if any av is sitting on this prim
275 private string m_text = String.Empty; 285 private string m_text = String.Empty;
276 private string m_touchName = String.Empty; 286 private string m_touchName = String.Empty;
277 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 287 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -315,6 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
315 protected Vector3 m_lastAcceleration; 325 protected Vector3 m_lastAcceleration;
316 protected Vector3 m_lastAngularVelocity; 326 protected Vector3 m_lastAngularVelocity;
317 protected int m_lastTerseSent; 327 protected int m_lastTerseSent;
328 protected float m_buoyancy = 0.0f;
318 329
319 /// <summary> 330 /// <summary>
320 /// Stores media texture data 331 /// Stores media texture data
@@ -367,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) 379 Quaternion rotationOffset, Vector3 offsetPosition)
369 { 380 {
370 m_name = "Primitive"; 381 m_name = "Object";
371 382
372 Rezzed = DateTime.UtcNow; 383 Rezzed = DateTime.UtcNow;
373 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 384 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -422,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
422 private uint _ownerMask = (uint)PermissionMask.All; 433 private uint _ownerMask = (uint)PermissionMask.All;
423 private uint _groupMask = (uint)PermissionMask.None; 434 private uint _groupMask = (uint)PermissionMask.None;
424 private uint _everyoneMask = (uint)PermissionMask.None; 435 private uint _everyoneMask = (uint)PermissionMask.None;
425 private uint _nextOwnerMask = (uint)PermissionMask.All; 436 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
426 private PrimFlags _flags = PrimFlags.None; 437 private PrimFlags _flags = PrimFlags.None;
427 private DateTime m_expires; 438 private DateTime m_expires;
428 private DateTime m_rezzed; 439 private DateTime m_rezzed;
@@ -521,12 +532,16 @@ namespace OpenSim.Region.Framework.Scenes
521 } 532 }
522 533
523 /// <value> 534 /// <value>
524 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 535 /// Get the inventory list
525 /// </value> 536 /// </value>
526 public TaskInventoryDictionary TaskInventory 537 public TaskInventoryDictionary TaskInventory
527 { 538 {
528 get { return m_inventory.Items; } 539 get {
529 set { m_inventory.Items = value; } 540 return m_inventory.Items;
541 }
542 set {
543 m_inventory.Items = value;
544 }
530 } 545 }
531 546
532 /// <summary> 547 /// <summary>
@@ -667,14 +682,12 @@ namespace OpenSim.Region.Framework.Scenes
667 set { m_LoopSoundSlavePrims = value; } 682 set { m_LoopSoundSlavePrims = value; }
668 } 683 }
669 684
670
671 public Byte[] TextureAnimation 685 public Byte[] TextureAnimation
672 { 686 {
673 get { return m_TextureAnimation; } 687 get { return m_TextureAnimation; }
674 set { m_TextureAnimation = value; } 688 set { m_TextureAnimation = value; }
675 } 689 }
676 690
677
678 public Byte[] ParticleSystem 691 public Byte[] ParticleSystem
679 { 692 {
680 get { return m_particleSystem; } 693 get { return m_particleSystem; }
@@ -711,9 +724,11 @@ namespace OpenSim.Region.Framework.Scenes
711 { 724 {
712 // If this is a linkset, we don't want the physics engine mucking up our group position here. 725 // If this is a linkset, we don't want the physics engine mucking up our group position here.
713 PhysicsActor actor = PhysActor; 726 PhysicsActor actor = PhysActor;
714 if (actor != null && _parentID == 0) 727 if (_parentID == 0)
715 { 728 {
716 m_groupPosition = actor.Position; 729 if (actor != null)
730 m_groupPosition = actor.Position;
731 return m_groupPosition;
717 } 732 }
718 733
719 if (m_parentGroup.IsAttachment) 734 if (m_parentGroup.IsAttachment)
@@ -723,12 +738,14 @@ namespace OpenSim.Region.Framework.Scenes
723 return sp.AbsolutePosition; 738 return sp.AbsolutePosition;
724 } 739 }
725 740
741 // use root prim's group position. Physics may have updated it
742 if (ParentGroup.RootPart != this)
743 m_groupPosition = ParentGroup.RootPart.GroupPosition;
726 return m_groupPosition; 744 return m_groupPosition;
727 } 745 }
728 set 746 set
729 { 747 {
730 m_groupPosition = value; 748 m_groupPosition = value;
731
732 PhysicsActor actor = PhysActor; 749 PhysicsActor actor = PhysActor;
733 if (actor != null) 750 if (actor != null)
734 { 751 {
@@ -748,22 +765,13 @@ namespace OpenSim.Region.Framework.Scenes
748 765
749 // Tell the physics engines that this prim changed. 766 // Tell the physics engines that this prim changed.
750 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 767 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
768
751 } 769 }
752 catch (Exception e) 770 catch (Exception e)
753 { 771 {
754 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 772 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
755 } 773 }
756 } 774 }
757
758 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
759 if (m_sitTargetAvatar != UUID.Zero)
760 {
761 ScenePresence avatar;
762 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
763 {
764 avatar.ParentPosition = GetWorldPosition();
765 }
766 }
767 } 775 }
768 } 776 }
769 777
@@ -772,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
772 get { return m_offsetPosition; } 780 get { return m_offsetPosition; }
773 set 781 set
774 { 782 {
775// StoreUndoState(); 783 Vector3 oldpos = m_offsetPosition;
776 m_offsetPosition = value; 784 m_offsetPosition = value;
777 785
778 if (ParentGroup != null && !ParentGroup.IsDeleted) 786 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -787,7 +795,22 @@ namespace OpenSim.Region.Framework.Scenes
787 if (m_parentGroup.Scene != null) 795 if (m_parentGroup.Scene != null)
788 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 796 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
789 } 797 }
798
799 if (!m_parentGroup.m_dupeInProgress)
800 {
801 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
802 foreach (ScenePresence av in avs)
803 {
804 if (av.LinkedPrim == m_uuid)
805 {
806 Vector3 offset = (m_offsetPosition - oldpos);
807 av.AbsolutePosition += offset;
808 av.SendAvatarDataToAllAgents();
809 }
810 }
811 }
790 } 812 }
813 TriggerScriptChangedEvent(Changed.POSITION);
791 } 814 }
792 } 815 }
793 816
@@ -914,7 +937,16 @@ namespace OpenSim.Region.Framework.Scenes
914 /// <summary></summary> 937 /// <summary></summary>
915 public Vector3 Acceleration 938 public Vector3 Acceleration
916 { 939 {
917 get { return m_acceleration; } 940 get
941 {
942 PhysicsActor actor = PhysActor;
943 if (actor != null)
944 {
945 m_acceleration = actor.Acceleration;
946 }
947 return m_acceleration;
948 }
949
918 set { m_acceleration = value; } 950 set { m_acceleration = value; }
919 } 951 }
920 952
@@ -1245,6 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
1245 _flags = value; 1277 _flags = value;
1246 } 1278 }
1247 } 1279 }
1280
1281 [XmlIgnore]
1282 public bool IsOccupied // KF If an av is sittingon this prim
1283 {
1284 get { return m_occupied; }
1285 set { m_occupied = value; }
1286 }
1248 1287
1249 1288
1250 public UUID SitTargetAvatar 1289 public UUID SitTargetAvatar
@@ -1303,6 +1342,19 @@ namespace OpenSim.Region.Framework.Scenes
1303 set { m_collisionSoundVolume = value; } 1342 set { m_collisionSoundVolume = value; }
1304 } 1343 }
1305 1344
1345 public float Buoyancy
1346 {
1347 get { return m_buoyancy; }
1348 set
1349 {
1350 m_buoyancy = value;
1351 if (PhysActor != null)
1352 {
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356 }
1357
1306 #endregion Public Properties with only Get 1358 #endregion Public Properties with only Get
1307 1359
1308 private uint ApplyMask(uint val, bool set, uint mask) 1360 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1672,6 +1724,9 @@ namespace OpenSim.Region.Framework.Scenes
1672 1724
1673 // Move afterwards ResetIDs as it clears the localID 1725 // Move afterwards ResetIDs as it clears the localID
1674 dupe.LocalId = localID; 1726 dupe.LocalId = localID;
1727 if(dupe.PhysActor != null)
1728 dupe.PhysActor.LocalID = localID;
1729
1675 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1730 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1676 dupe._lastOwnerID = OwnerID; 1731 dupe._lastOwnerID = OwnerID;
1677 1732
@@ -2035,19 +2090,17 @@ namespace OpenSim.Region.Framework.Scenes
2035 public Vector3 GetWorldPosition() 2090 public Vector3 GetWorldPosition()
2036 { 2091 {
2037 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2092 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2038
2039 Vector3 axPos = OffsetPosition; 2093 Vector3 axPos = OffsetPosition;
2040
2041 axPos *= parentRot; 2094 axPos *= parentRot;
2042 Vector3 translationOffsetPosition = axPos; 2095 Vector3 translationOffsetPosition = axPos;
2043 2096 if(_parentID == 0)
2044// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2097 {
2045 2098 return GroupPosition;
2046 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2099 }
2047 2100 else
2048// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2101 {
2049 2102 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2050 return worldPos; 2103 }
2051 } 2104 }
2052 2105
2053 /// <summary> 2106 /// <summary>
@@ -2687,17 +2740,18 @@ namespace OpenSim.Region.Framework.Scenes
2687 //Trys to fetch sound id from prim's inventory. 2740 //Trys to fetch sound id from prim's inventory.
2688 //Prim's inventory doesn't support non script items yet 2741 //Prim's inventory doesn't support non script items yet
2689 2742
2690 lock (TaskInventory) 2743 TaskInventory.LockItemsForRead(true);
2744
2745 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2691 { 2746 {
2692 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2747 if (item.Value.Name == sound)
2693 { 2748 {
2694 if (item.Value.Name == sound) 2749 soundID = item.Value.ItemID;
2695 { 2750 break;
2696 soundID = item.Value.ItemID;
2697 break;
2698 }
2699 } 2751 }
2700 } 2752 }
2753
2754 TaskInventory.LockItemsForRead(false);
2701 } 2755 }
2702 2756
2703 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2757 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2782,7 +2836,7 @@ namespace OpenSim.Region.Framework.Scenes
2782 2836
2783 public void RotLookAt(Quaternion target, float strength, float damping) 2837 public void RotLookAt(Quaternion target, float strength, float damping)
2784 { 2838 {
2785 rotLookAt(target, strength, damping); 2839 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2786 } 2840 }
2787 2841
2788 public void rotLookAt(Quaternion target, float strength, float damping) 2842 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3028,8 +3082,8 @@ namespace OpenSim.Region.Framework.Scenes
3028 { 3082 {
3029 const float ROTATION_TOLERANCE = 0.01f; 3083 const float ROTATION_TOLERANCE = 0.01f;
3030 const float VELOCITY_TOLERANCE = 0.001f; 3084 const float VELOCITY_TOLERANCE = 0.001f;
3031 const float POSITION_TOLERANCE = 0.05f; 3085 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3032 const int TIME_MS_TOLERANCE = 3000; 3086 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3033 3087
3034 if (m_updateFlag == 1) 3088 if (m_updateFlag == 1)
3035 { 3089 {
@@ -3043,7 +3097,7 @@ namespace OpenSim.Region.Framework.Scenes
3043 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3097 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3044 { 3098 {
3045 AddTerseUpdateToAllAvatars(); 3099 AddTerseUpdateToAllAvatars();
3046 ClearUpdateSchedule(); 3100
3047 3101
3048 // This causes the Scene to 'poll' physical objects every couple of frames 3102 // This causes the Scene to 'poll' physical objects every couple of frames
3049 // bad, so it's been replaced by an event driven method. 3103 // bad, so it's been replaced by an event driven method.
@@ -3061,16 +3115,18 @@ namespace OpenSim.Region.Framework.Scenes
3061 m_lastAngularVelocity = AngularVelocity; 3115 m_lastAngularVelocity = AngularVelocity;
3062 m_lastTerseSent = Environment.TickCount; 3116 m_lastTerseSent = Environment.TickCount;
3063 } 3117 }
3118 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3119 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3064 } 3120 }
3065 else 3121 else
3066 { 3122 {
3067 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3123 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3068 { 3124 {
3069 AddFullUpdateToAllAvatars(); 3125 AddFullUpdateToAllAvatars();
3070 ClearUpdateSchedule(); 3126 m_updateFlag = 0; //Same here
3071 } 3127 }
3072 } 3128 }
3073 ClearUpdateSchedule(); 3129 m_updateFlag = 0;
3074 } 3130 }
3075 3131
3076 /// <summary> 3132 /// <summary>
@@ -3098,17 +3154,16 @@ namespace OpenSim.Region.Framework.Scenes
3098 if (!UUID.TryParse(sound, out soundID)) 3154 if (!UUID.TryParse(sound, out soundID))
3099 { 3155 {
3100 // search sound file from inventory 3156 // search sound file from inventory
3101 lock (TaskInventory) 3157 TaskInventory.LockItemsForRead(true);
3158 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3102 { 3159 {
3103 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3160 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3104 { 3161 {
3105 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3162 soundID = item.Value.ItemID;
3106 { 3163 break;
3107 soundID = item.Value.ItemID;
3108 break;
3109 }
3110 } 3164 }
3111 } 3165 }
3166 TaskInventory.LockItemsForRead(false);
3112 } 3167 }
3113 3168
3114 if (soundID == UUID.Zero) 3169 if (soundID == UUID.Zero)
@@ -3519,7 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes
3519 3574
3520 public void StopLookAt() 3575 public void StopLookAt()
3521 { 3576 {
3522 m_parentGroup.stopLookAt(); 3577 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3523 3578
3524 m_parentGroup.ScheduleGroupForTerseUpdate(); 3579 m_parentGroup.ScheduleGroupForTerseUpdate();
3525 } 3580 }
@@ -3570,45 +3625,45 @@ namespace OpenSim.Region.Framework.Scenes
3570 // TODO: May need to fix for group comparison 3625 // TODO: May need to fix for group comparison
3571 if (last.Compare(this)) 3626 if (last.Compare(this))
3572 { 3627 {
3573 // m_log.DebugFormat( 3628 // m_log.DebugFormat(
3574 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3629 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3575 // Name, LocalId, m_undo.Count); 3630 // Name, LocalId, m_undo.Count);
3576 3631
3577 return; 3632 return;
3578 } 3633 }
3579 } 3634 }
3580 } 3635 }
3581 3636
3582 // m_log.DebugFormat( 3637 // m_log.DebugFormat(
3583 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3638 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3584 // Name, LocalId, forGroup, m_undo.Count); 3639 // Name, LocalId, forGroup, m_undo.Count);
3585 3640
3586 if (m_parentGroup.GetSceneMaxUndo() > 0) 3641 if (m_parentGroup.GetSceneMaxUndo() > 0)
3587 { 3642 {
3588 UndoState nUndo = new UndoState(this, forGroup); 3643 UndoState nUndo = new UndoState(this, forGroup);
3589 3644
3590 m_undo.Push(nUndo); 3645 m_undo.Push(nUndo);
3591 3646
3592 if (m_redo.Count > 0) 3647 if (m_redo.Count > 0)
3593 m_redo.Clear(); 3648 m_redo.Clear();
3594 3649
3595 // m_log.DebugFormat( 3650 // m_log.DebugFormat(
3596 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3651 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3597 // Name, LocalId, forGroup, m_undo.Count); 3652 // Name, LocalId, forGroup, m_undo.Count);
3598 } 3653 }
3599 } 3654 }
3600 } 3655 }
3601 } 3656 }
3602// else 3657 // else
3603// { 3658 // {
3604// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3659 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3605// } 3660 // }
3606 } 3661 }
3607// else 3662 // else
3608// { 3663 // {
3609// m_log.DebugFormat( 3664 // m_log.DebugFormat(
3610// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3665 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3611// } 3666 // }
3612 } 3667 }
3613 3668
3614 /// <summary> 3669 /// <summary>
@@ -4654,8 +4709,9 @@ namespace OpenSim.Region.Framework.Scenes
4654 { 4709 {
4655 m_shape.TextureEntry = textureEntry; 4710 m_shape.TextureEntry = textureEntry;
4656 TriggerScriptChangedEvent(Changed.TEXTURE); 4711 TriggerScriptChangedEvent(Changed.TEXTURE);
4657 4712 m_updateFlag = 1;
4658 ParentGroup.HasGroupChanged = true; 4713 ParentGroup.HasGroupChanged = true;
4714
4659 //This is madness.. 4715 //This is madness..
4660 //ParentGroup.ScheduleGroupForFullUpdate(); 4716 //ParentGroup.ScheduleGroupForFullUpdate();
4661 //This is sparta 4717 //This is sparta
@@ -4852,5 +4908,17 @@ namespace OpenSim.Region.Framework.Scenes
4852 Color color = Color; 4908 Color color = Color;
4853 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4909 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4854 } 4910 }
4911
4912 public void ResetOwnerChangeFlag()
4913 {
4914 List<UUID> inv = Inventory.GetInventoryList();
4915
4916 foreach (UUID itemID in inv)
4917 {
4918 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4919 item.OwnerChanged = false;
4920 Inventory.UpdateInventoryItem(item, false, false);
4921 }
4922 }
4855 } 4923 }
4856} 4924}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 9446741..4edc220 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -257,9 +307,18 @@ namespace OpenSim.Region.Framework.Scenes
257 /// </param> 307 /// </param>
258 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 308 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
259 { 309 {
260 List<TaskInventoryItem> scripts = GetInventoryScripts(); 310 Items.LockItemsForRead(true);
261 foreach (TaskInventoryItem item in scripts) 311 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
262 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 312 Items.LockItemsForRead(false);
313
314 foreach (TaskInventoryItem item in items)
315 {
316 if ((int)InventoryType.LSL == item.InvType)
317 {
318 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
319 m_part.RemoveScriptEvents(item.ItemID);
320 }
321 }
263 } 322 }
264 323
265 /// <summary> 324 /// <summary>
@@ -275,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
275 // item.Name, item.ItemID, Name, UUID); 334 // item.Name, item.ItemID, Name, UUID);
276 335
277 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 336 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
337 {
338 StoreScriptError(item.ItemID, "no permission");
278 return; 339 return;
340 }
279 341
280 m_part.AddFlag(PrimFlags.Scripted); 342 m_part.AddFlag(PrimFlags.Scripted);
281 343
@@ -284,14 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
284 if (stateSource == 2 && // Prim crossing 346 if (stateSource == 2 && // Prim crossing
285 m_part.ParentGroup.Scene.m_trustBinaries) 347 m_part.ParentGroup.Scene.m_trustBinaries)
286 { 348 {
287 lock (m_items) 349 m_items.LockItemsForWrite(true);
288 { 350 m_items[item.ItemID].PermsMask = 0;
289 m_items[item.ItemID].PermsMask = 0; 351 m_items[item.ItemID].PermsGranter = UUID.Zero;
290 m_items[item.ItemID].PermsGranter = UUID.Zero; 352 m_items.LockItemsForWrite(false);
291 }
292
293 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 353 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
294 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 354 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
355 StoreScriptErrors(item.ItemID, null);
295 m_part.ParentGroup.AddActiveScriptCount(1); 356 m_part.ParentGroup.AddActiveScriptCount(1);
296 m_part.ScheduleFullUpdate(); 357 m_part.ScheduleFullUpdate();
297 return; 358 return;
@@ -300,6 +361,8 @@ namespace OpenSim.Region.Framework.Scenes
300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 361 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
301 if (null == asset) 362 if (null == asset)
302 { 363 {
364 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
365 StoreScriptError(item.ItemID, msg);
303 m_log.ErrorFormat( 366 m_log.ErrorFormat(
304 "[PRIM INVENTORY]: " + 367 "[PRIM INVENTORY]: " +
305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 368 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -311,15 +374,20 @@ namespace OpenSim.Region.Framework.Scenes
311 if (m_part.ParentGroup.m_savedScriptState != null) 374 if (m_part.ParentGroup.m_savedScriptState != null)
312 RestoreSavedScriptState(item.OldItemID, item.ItemID); 375 RestoreSavedScriptState(item.OldItemID, item.ItemID);
313 376
314 lock (m_items) 377 m_items.LockItemsForWrite(true);
315 { 378
316 m_items[item.ItemID].PermsMask = 0; 379 m_items[item.ItemID].PermsMask = 0;
317 m_items[item.ItemID].PermsGranter = UUID.Zero; 380 m_items[item.ItemID].PermsGranter = UUID.Zero;
318 } 381
382 m_items.LockItemsForWrite(false);
319 383
320 string script = Utils.BytesToString(asset.Data); 384 string script = Utils.BytesToString(asset.Data);
321 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
322 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 386 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
387 StoreScriptErrors(item.ItemID, null);
388 if (!item.ScriptRunning)
389 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
390 m_part.LocalId, item.ItemID);
323 m_part.ParentGroup.AddActiveScriptCount(1); 391 m_part.ParentGroup.AddActiveScriptCount(1);
324 m_part.ScheduleFullUpdate(); 392 m_part.ScheduleFullUpdate();
325 } 393 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,124 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
799 1032
800 lock (m_items) 1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 return;
1037 }
1038
1039 if (!changed)
1040 {
1041 if (m_inventoryFileData.Length > 2)
801 { 1042 {
802 foreach (TaskInventoryItem item in m_items.Values) 1043 xferManager.AddNewFile(m_inventoryFileName,
803 { 1044 m_inventoryFileData);
804// m_log.DebugFormat( 1045 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1046 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1047
808 UUID ownerID = item.OwnerID; 1048 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1049 return;
810 uint baseMask = item.BasePermissions; 1050 }
811 uint ownerMask = item.CurrentPermissions; 1051 }
812 uint groupMask = item.GroupPermissions;
813 1052
814 invString.AddItemStart(); 1053 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1054
818 invString.AddPermissionsStart(); 1055 foreach (TaskInventoryItem item in m_items.Values)
1056 {
1057 UUID ownerID = item.OwnerID;
1058 uint everyoneMask = 0;
1059 uint baseMask = item.BasePermissions;
1060 uint ownerMask = item.CurrentPermissions;
1061 uint groupMask = item.GroupPermissions;
819 1062
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1063 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1064 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1065 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1066
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1067 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1068
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1069 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1070 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1071 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1072 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1073 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1074
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1075 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1076 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1077
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1078 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
836 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1079
839 invString.AddSaleStart(); 1080 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1081 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1082
844 invString.AddNameValueLine("name", item.Name + "|"); 1083 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1084 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1085 else
1086 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1087 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1088 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1089 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1090
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1091 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1092 invString.AddNameValueLine("sale_type", "not");
849 } 1093 invString.AddNameValueLine("sale_price", "0");
850 } 1094 invString.AddSectionEnd();
851 1095
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1096 invString.AddNameValueLine("name", item.Name + "|");
1097 invString.AddNameValueLine("desc", item.Description + "|");
853 1098
854 return true; 1099 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1100 invString.AddSectionEnd();
855 } 1101 }
856 1102
857 // No need to recreate, the existing file is fine 1103 Items.LockItemsForRead(false);
858 return false;
859 }
860 1104
861 /// <summary> 1105 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1106
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1107 if (m_inventoryFileData.Length > 2)
878 return; 1108 {
879 } 1109 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1110 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1111 Util.StringToBytes256(m_inventoryFileName));
882 1112 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1113 }
1114
1115 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1116 }
905 1117
906 /// <summary> 1118 /// <summary>
@@ -911,10 +1123,11 @@ namespace OpenSim.Region.Framework.Scenes
911 { 1123 {
912 if (HasInventoryChanged) 1124 if (HasInventoryChanged)
913 { 1125 {
914 HasInventoryChanged = false; 1126 Items.LockItemsForRead(true);
915 List<TaskInventoryItem> items = GetInventoryItems(); 1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
916 datastore.StorePrimInventory(m_part.UUID, items); 1128 Items.LockItemsForRead(false);
917 1129
1130 HasInventoryChanged = false;
918 } 1131 }
919 } 1132 }
920 1133
@@ -981,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1194 {
982 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
983 1196
984 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
985 { 1198 {
986 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
987 { 1207 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1021 } 1222 }
1022
1023 return mask; 1223 return mask;
1024 } 1224 }
1025 1225
1026 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1027 { 1227 {
1028 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1229 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1231 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1048 } 1245 }
1049 } 1246 }
1050 1247
1051 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1052 { 1249 {
1053 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1251 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1056 { 1253 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1254 }
1061 1255
1062 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1069,17 +1263,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1263 /// <returns></returns>
1070 public bool ContainsScripts() 1264 public bool ContainsScripts()
1071 { 1265 {
1072 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1267 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1075 { 1269 {
1076 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1077 {
1078 return true;
1079 }
1080 } 1271 }
1081 } 1272 }
1082
1083 return false; 1273 return false;
1084 } 1274 }
1085 1275
@@ -1087,11 +1277,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1277 {
1088 List<UUID> ret = new List<UUID>(); 1278 List<UUID> ret = new List<UUID>();
1089 1279
1090 lock (m_items) 1280 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1281 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1282
1096 return ret; 1283 return ret;
1097 } 1284 }
@@ -1122,6 +1309,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1309
1123 public Dictionary<UUID, string> GetScriptStates() 1310 public Dictionary<UUID, string> GetScriptStates()
1124 { 1311 {
1312 return GetScriptStates(false);
1313 }
1314
1315 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1316 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1317 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1318
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1319 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1324,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines == null) // No engine at all 1324 if (engines == null) // No engine at all
1133 return ret; 1325 return ret;
1134 1326
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1327 Items.LockItemsForRead(true);
1136 1328 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1329 {
1139 foreach (IScriptModule e in engines) 1330 if (item.InvType == (int)InventoryType.LSL)
1140 { 1331 {
1141 if (e != null) 1332 foreach (IScriptModule e in engines)
1142 { 1333 {
1143 string n = e.GetXMLState(item.ItemID); 1334 if (e != null)
1144 if (n != String.Empty)
1145 { 1335 {
1146 if (!ret.ContainsKey(item.ItemID)) 1336 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1337 if (n != String.Empty)
1148 break; 1338 {
1339 if (oldIDs)
1340 {
1341 if (!ret.ContainsKey(item.OldItemID))
1342 ret[item.OldItemID] = n;
1343 }
1344 else
1345 {
1346 if (!ret.ContainsKey(item.ItemID))
1347 ret[item.ItemID] = n;
1348 }
1349 break;
1350 }
1149 } 1351 }
1150 } 1352 }
1151 } 1353 }
1152 } 1354 }
1153 1355 Items.LockItemsForRead(false);
1154 return ret; 1356 return ret;
1155 } 1357 }
1156 1358
@@ -1160,21 +1362,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines == null) 1362 if (engines == null)
1161 return; 1363 return;
1162 1364
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1365
1165 foreach (TaskInventoryItem item in scripts) 1366 Items.LockItemsForRead(true);
1367
1368 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1369 {
1167 foreach (IScriptModule engine in engines) 1370 if (item.InvType == (int)InventoryType.LSL)
1168 { 1371 {
1169 if (engine != null) 1372 foreach (IScriptModule engine in engines)
1170 { 1373 {
1171 if (item.OwnerChanged) 1374 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1375 {
1173 item.OwnerChanged = false; 1376 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1377 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1378 item.OwnerChanged = false;
1379 engine.ResumeScript(item.ItemID);
1380 }
1175 } 1381 }
1176 } 1382 }
1177 } 1383 }
1384
1385 Items.LockItemsForRead(false);
1178 } 1386 }
1179 } 1387 }
1180} 1388}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1c7102b..975d855 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[SCENE PRESENCE] Destructor called"); 74// m_log.Debug("[SCENE PRESENCE] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 public PresenceType PresenceType { get; private set; } 79 public PresenceType PresenceType { get; private set; }
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 /// <summary> 97 /// <summary>
95 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -117,6 +120,7 @@ namespace OpenSim.Region.Framework.Scenes
117 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 120 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
118 /// necessary. 121 /// necessary.
119 /// </remarks> 122 /// </remarks>
123
120 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 124 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
121 125
122 public Object AttachmentsSyncLock { get; private set; } 126 public Object AttachmentsSyncLock { get; private set; }
@@ -130,13 +134,21 @@ namespace OpenSim.Region.Framework.Scenes
130 public Vector3 lastKnownAllowedPosition; 134 public Vector3 lastKnownAllowedPosition;
131 public bool sentMessageAboutRestrictedParcelFlyingDown; 135 public bool sentMessageAboutRestrictedParcelFlyingDown;
132 public Vector4 CollisionPlane = Vector4.UnitW; 136 public Vector4 CollisionPlane = Vector4.UnitW;
133 137
138 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
139 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
134 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
141 private Vector3 m_lastWorldPosition;
135 private Quaternion m_lastRotation; 142 private Quaternion m_lastRotation;
136 private Vector3 m_lastVelocity; 143 private Vector3 m_lastVelocity;
137 //private int m_lastTerseSent; 144 //private int m_lastTerseSent;
138 145
139 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
147 private int m_userFlags;
148 public int UserFlags
149 {
150 get { return m_userFlags; }
151 }
140 private TeleportFlags m_teleportFlags; 152 private TeleportFlags m_teleportFlags;
141 public TeleportFlags TeleportFlags 153 public TeleportFlags TeleportFlags
142 { 154 {
@@ -161,6 +173,9 @@ namespace OpenSim.Region.Framework.Scenes
161 173
162 private int m_perfMonMS; 174 private int m_perfMonMS;
163 175
176 private bool m_flyingOld; // add for fly velocity control
177 public bool m_wasFlying; // add for fly velocity control
178
164 private const int LAND_VELOCITYMAG_MAX = 12; 179 private const int LAND_VELOCITYMAG_MAX = 12;
165 180
166 public bool IsRestrictedToRegion; 181 public bool IsRestrictedToRegion;
@@ -171,7 +186,8 @@ namespace OpenSim.Region.Framework.Scenes
171 186
172 protected ulong crossingFromRegion; 187 protected ulong crossingFromRegion;
173 188
174 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 189 private readonly Vector3[] Dir_Vectors = new Vector3[11];
190 private bool m_isNudging = false;
175 191
176 192
177 protected Timer m_reprioritization_timer; 193 protected Timer m_reprioritization_timer;
@@ -186,12 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
186 private bool m_autopilotMoving; 202 private bool m_autopilotMoving;
187 private Vector3 m_autoPilotTarget; 203 private Vector3 m_autoPilotTarget;
188 private bool m_sitAtAutoTarget; 204 private bool m_sitAtAutoTarget;
205 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
189 206
190 private string m_nextSitAnimation = String.Empty; 207 private string m_nextSitAnimation = String.Empty;
191 208
192 //PauPaw:Proper PID Controler for autopilot************ 209 //PauPaw:Proper PID Controler for autopilot************
193 public bool MovingToTarget { get; private set; } 210 public bool MovingToTarget { get; private set; }
194 public Vector3 MoveToPositionTarget { get; private set; } 211 public Vector3 MoveToPositionTarget { get; private set; }
212 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
195 213
196 /// <summary> 214 /// <summary>
197 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). 215 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
@@ -201,7 +219,13 @@ namespace OpenSim.Region.Framework.Scenes
201 private bool m_followCamAuto; 219 private bool m_followCamAuto;
202 220
203 private int m_movementUpdateCount; 221 private int m_movementUpdateCount;
222 private int m_lastColCount = -1; //KF: Look for Collision chnages
223 private int m_updateCount = 0; //KF: Update Anims for a while
224 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
204 private const int NumMovementsBetweenRayCast = 5; 225 private const int NumMovementsBetweenRayCast = 5;
226 private List<uint> m_lastColliders = new List<uint>();
227
228 private object m_syncRoot = new Object();
205 229
206 private bool CameraConstraintActive; 230 private bool CameraConstraintActive;
207 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
@@ -242,7 +266,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 266 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 267 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 268 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 269 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
270 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
271 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 272 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 273 }
248 274
@@ -478,9 +504,11 @@ namespace OpenSim.Region.Framework.Scenes
478 { 504 {
479 get 505 get
480 { 506 {
481 if (PhysicsActor != null) 507 PhysicsActor actor = m_physicsActor;
482 { 508// if (actor != null)
483 m_pos = PhysicsActor.Position; 509 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
510 {
511 m_pos = actor.Position;
484 512
485// m_log.DebugFormat( 513// m_log.DebugFormat(
486// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", 514// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
@@ -506,7 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
506 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); 534 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
507 if (part != null) 535 if (part != null)
508 { 536 {
509 return ParentPosition + (m_pos * part.GetWorldRotation()); 537 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
510 } 538 }
511 else 539 else
512 { 540 {
@@ -532,8 +560,10 @@ namespace OpenSim.Region.Framework.Scenes
532 } 560 }
533 } 561 }
534 562
535 m_pos = value; 563// Changed this to update unconditionally to make npose work
536 ParentPosition = Vector3.Zero; 564// if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
565 m_pos = value;
566 m_parentPosition = Vector3.Zero;
537 567
538// m_log.DebugFormat( 568// m_log.DebugFormat(
539// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 569// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -591,15 +621,39 @@ namespace OpenSim.Region.Framework.Scenes
591 } 621 }
592 } 622 }
593 623
624 public Quaternion OffsetRotation
625 {
626 get { return m_offsetRotation; }
627 set { m_offsetRotation = value; }
628 }
594 private Quaternion m_bodyRot = Quaternion.Identity; 629 private Quaternion m_bodyRot = Quaternion.Identity;
595 630
596 public Quaternion Rotation 631 public Quaternion Rotation
597 { 632 {
598 get { return m_bodyRot; } 633 get {
599 set 634 if (m_parentID != 0)
600 { 635 {
636 if (m_offsetRotation != null)
637 {
638 return m_offsetRotation;
639 }
640 else
641 {
642 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
643 }
644
645 }
646 else
647 {
648 return m_bodyRot;
649 }
650 }
651 set {
601 m_bodyRot = value; 652 m_bodyRot = value;
602// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 653 if (m_parentID != 0)
654 {
655 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
656 }
603 } 657 }
604 } 658 }
605 659
@@ -619,11 +673,21 @@ namespace OpenSim.Region.Framework.Scenes
619 673
620 private uint m_parentID; 674 private uint m_parentID;
621 675
676
677 private UUID m_linkedPrim;
678
622 public uint ParentID 679 public uint ParentID
623 { 680 {
624 get { return m_parentID; } 681 get { return m_parentID; }
625 set { m_parentID = value; } 682 set { m_parentID = value; }
626 } 683 }
684
685 public UUID LinkedPrim
686 {
687 get { return m_linkedPrim; }
688 set { m_linkedPrim = value; }
689 }
690
627 public float Health 691 public float Health
628 { 692 {
629 get { return m_health; } 693 get { return m_health; }
@@ -755,6 +819,7 @@ namespace OpenSim.Region.Framework.Scenes
755 m_localId = m_scene.AllocateLocalId(); 819 m_localId = m_scene.AllocateLocalId();
756 820
757 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 821 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
822 m_userFlags = account.UserFlags;
758 823
759 if (account != null) 824 if (account != null)
760 UserLevel = account.UserLevel; 825 UserLevel = account.UserLevel;
@@ -773,10 +838,7 @@ namespace OpenSim.Region.Framework.Scenes
773 m_reprioritization_timer.AutoReset = false; 838 m_reprioritization_timer.AutoReset = false;
774 839
775 AdjustKnownSeeds(); 840 AdjustKnownSeeds();
776
777 // TODO: I think, this won't send anything, as we are still a child here...
778 Animator.TrySetMovementAnimation("STAND"); 841 Animator.TrySetMovementAnimation("STAND");
779
780 // we created a new ScenePresence (a new child agent) in a fresh region. 842 // we created a new ScenePresence (a new child agent) in a fresh region.
781 // Request info about all the (root) agents in this region 843 // Request info about all the (root) agents in this region
782 // Note: This won't send data *to* other clients in that region (children don't send) 844 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -817,25 +879,47 @@ namespace OpenSim.Region.Framework.Scenes
817 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 879 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
818 Dir_Vectors[4] = Vector3.UnitZ; //UP 880 Dir_Vectors[4] = Vector3.UnitZ; //UP
819 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 881 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
820 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 882 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
821 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 883 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
822 Dir_Vectors[7] = -Vector3.UnitX; //BACK 884 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
885 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
886 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
823 } 887 }
824 888
825 private Vector3[] GetWalkDirectionVectors() 889 private Vector3[] GetWalkDirectionVectors()
826 { 890 {
827 Vector3[] vector = new Vector3[9]; 891 Vector3[] vector = new Vector3[11];
828 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD 892 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
829 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK 893 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
830 vector[2] = Vector3.UnitY; //LEFT 894 vector[2] = Vector3.UnitY; //LEFT
831 vector[3] = -Vector3.UnitY; //RIGHT 895 vector[3] = -Vector3.UnitY; //RIGHT
832 vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 896 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
833 vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 897 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
834 vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 898 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
835 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge 899 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
836 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge 900 vector[8] = Vector3.UnitY; //LEFT_NUDGE
901 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
902 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
837 return vector; 903 return vector;
838 } 904 }
905
906 private bool[] GetDirectionIsNudge()
907 {
908 bool[] isNudge = new bool[11];
909 isNudge[0] = false; //FORWARD
910 isNudge[1] = false; //BACK
911 isNudge[2] = false; //LEFT
912 isNudge[3] = false; //RIGHT
913 isNudge[4] = false; //UP
914 isNudge[5] = false; //DOWN
915 isNudge[6] = true; //FORWARD_NUDGE
916 isNudge[7] = true; //BACK_NUDGE
917 isNudge[8] = true; //LEFT_NUDGE
918 isNudge[9] = true; //RIGHT_NUDGE
919 isNudge[10] = true; //DOWN_Nudge
920 return isNudge;
921 }
922
839 923
840 #endregion 924 #endregion
841 925
@@ -851,6 +935,8 @@ namespace OpenSim.Region.Framework.Scenes
851 /// </summary> 935 /// </summary>
852 public void SendPrimUpdates() 936 public void SendPrimUpdates()
853 { 937 {
938 m_sceneViewer.SendPrimUpdates();
939
854 SceneViewer.SendPrimUpdates(); 940 SceneViewer.SendPrimUpdates();
855 } 941 }
856 942
@@ -896,6 +982,62 @@ namespace OpenSim.Region.Framework.Scenes
896 pos.Y = crossedBorder.BorderLine.Z - 1; 982 pos.Y = crossedBorder.BorderLine.Z - 1;
897 } 983 }
898 984
985 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
986 if (land != null)
987 {
988 // If we come in via login, landmark or map, we want to
989 // honor landing points. If we come in via Lure, we want
990 // to ignore them.
991 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
992 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
993 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
994 {
995 // Don't restrict gods, estate managers, or land owners to
996 // the TP point. This behaviour mimics agni.
997 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
998 land.LandData.UserLocation != Vector3.Zero &&
999 GodLevel < 200 &&
1000 ((land.LandData.OwnerID != m_uuid &&
1001 (!m_scene.Permissions.IsGod(m_uuid)) &&
1002 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
1003 {
1004 pos = land.LandData.UserLocation;
1005 }
1006 }
1007
1008 land.SendLandUpdateToClient(ControllingClient);
1009 }
1010
1011 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
1012 {
1013 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
1014
1015 if (pos.X < 0)
1016 {
1017 emergencyPos.X = (int)Constants.RegionSize + pos.X;
1018 if (!(pos.Y < 0))
1019 emergencyPos.Y = pos.Y;
1020 if (!(pos.Z < 0))
1021 emergencyPos.Z = pos.Z;
1022 }
1023 if (pos.Y < 0)
1024 {
1025 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
1026 if (!(pos.X < 0))
1027 emergencyPos.X = pos.X;
1028 if (!(pos.Z < 0))
1029 emergencyPos.Z = pos.Z;
1030 }
1031 if (pos.Z < 0)
1032 {
1033 emergencyPos.Z = 128;
1034 if (!(pos.Y < 0))
1035 emergencyPos.Y = pos.Y;
1036 if (!(pos.X < 0))
1037 emergencyPos.X = pos.X;
1038 }
1039 }
1040
899 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1041 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
900 { 1042 {
901 m_log.WarnFormat( 1043 m_log.WarnFormat(
@@ -1028,16 +1170,21 @@ namespace OpenSim.Region.Framework.Scenes
1028 /// <summary> 1170 /// <summary>
1029 /// Removes physics plugin scene representation of this agent if it exists. 1171 /// Removes physics plugin scene representation of this agent if it exists.
1030 /// </summary> 1172 /// </summary>
1031 private void RemoveFromPhysicalScene() 1173 public void RemoveFromPhysicalScene()
1032 { 1174 {
1033 if (PhysicsActor != null) 1175 if (PhysicsActor != null)
1034 { 1176 {
1035 PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1177 try
1036 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1178 {
1037 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1179 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1038 PhysicsActor.UnSubscribeEvents(); 1180 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1039 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1181 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1040 PhysicsActor = null; 1182 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1183 m_physicsActor.UnSubscribeEvents();
1184 PhysicsActor = null;
1185 }
1186 catch
1187 { }
1041 } 1188 }
1042 } 1189 }
1043 1190
@@ -1053,10 +1200,12 @@ namespace OpenSim.Region.Framework.Scenes
1053 1200
1054 RemoveFromPhysicalScene(); 1201 RemoveFromPhysicalScene();
1055 Velocity = Vector3.Zero; 1202 Velocity = Vector3.Zero;
1203 CheckLandingPoint(ref pos);
1056 AbsolutePosition = pos; 1204 AbsolutePosition = pos;
1057 AddToPhysicalScene(isFlying); 1205 AddToPhysicalScene(isFlying);
1058 1206
1059 SendTerseUpdateToAllClients(); 1207 SendTerseUpdateToAllClients();
1208
1060 } 1209 }
1061 1210
1062 public void TeleportWithMomentum(Vector3 pos) 1211 public void TeleportWithMomentum(Vector3 pos)
@@ -1066,6 +1215,7 @@ namespace OpenSim.Region.Framework.Scenes
1066 isFlying = PhysicsActor.Flying; 1215 isFlying = PhysicsActor.Flying;
1067 1216
1068 RemoveFromPhysicalScene(); 1217 RemoveFromPhysicalScene();
1218 CheckLandingPoint(ref pos);
1069 AbsolutePosition = pos; 1219 AbsolutePosition = pos;
1070 AddToPhysicalScene(isFlying); 1220 AddToPhysicalScene(isFlying);
1071 1221
@@ -1273,11 +1423,12 @@ namespace OpenSim.Region.Framework.Scenes
1273 /// <summary> 1423 /// <summary>
1274 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1424 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1275 /// </summary> 1425 /// </summary>
1426 /// <summary>
1427 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1428 /// </summary>
1276 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1429 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1277 { 1430 {
1278// m_log.DebugFormat( 1431 // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
1279// "[SCENE PRESENCE]: In {0} received agent update from {1}",
1280// Scene.RegionInfo.RegionName, remoteClient.Name);
1281 1432
1282 //if (IsChildAgent) 1433 //if (IsChildAgent)
1283 //{ 1434 //{
@@ -1473,7 +1624,7 @@ namespace OpenSim.Region.Framework.Scenes
1473 1624
1474 if ((MovementFlag & (byte)(uint)DCF) == 0) 1625 if ((MovementFlag & (byte)(uint)DCF) == 0)
1475 { 1626 {
1476 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1627 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
1477 { 1628 {
1478 MovementFlag |= (byte)nudgehack; 1629 MovementFlag |= (byte)nudgehack;
1479 } 1630 }
@@ -1485,13 +1636,13 @@ namespace OpenSim.Region.Framework.Scenes
1485 } 1636 }
1486 else 1637 else
1487 { 1638 {
1488 if ((MovementFlag & (byte)(uint)DCF) != 0 || 1639 if ((m_movementflag & (byte)(uint)DCF) != 0 ||
1489 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1640 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
1490 && ((MovementFlag & (byte)nudgehack) == nudgehack)) 1641 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1491 ) // This or is for Nudge forward 1642 ) // This or is for Nudge forward
1492 { 1643 {
1493// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); 1644 // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF);
1494 MovementFlag -= ((byte)(uint)DCF); 1645 m_movementflag -= ((byte)(uint)DCF);
1495 update_movementflag = true; 1646 update_movementflag = true;
1496 1647
1497 /* 1648 /*
@@ -1552,21 +1703,21 @@ namespace OpenSim.Region.Framework.Scenes
1552 // which occurs later in the main scene loop 1703 // which occurs later in the main scene loop
1553 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1704 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1554 { 1705 {
1555// m_log.DebugFormat( 1706 // m_log.DebugFormat(
1556// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", 1707 // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1557// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); 1708 // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1558 1709
1559 AddNewMovement(agent_control_v3); 1710 AddNewMovement(agent_control_v3);
1560 } 1711 }
1561// else 1712 // else
1562// { 1713 // {
1563// if (!update_movementflag) 1714 // if (!update_movementflag)
1564// { 1715 // {
1565// m_log.DebugFormat( 1716 // m_log.DebugFormat(
1566// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", 1717 // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
1567// m_scene.RegionInfo.RegionName, agent_control_v3, Name); 1718 // m_scene.RegionInfo.RegionName, agent_control_v3, Name);
1568// } 1719 // }
1569// } 1720 // }
1570 1721
1571 if (update_movementflag && ParentID == 0) 1722 if (update_movementflag && ParentID == 0)
1572 Animator.UpdateMovementAnimations(); 1723 Animator.UpdateMovementAnimations();
@@ -1588,20 +1739,20 @@ namespace OpenSim.Region.Framework.Scenes
1588 /// <returns>True if movement has been updated in some way. False otherwise.</returns> 1739 /// <returns>True if movement has been updated in some way. False otherwise.</returns>
1589 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) 1740 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
1590 { 1741 {
1591// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 1742 // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1592 1743
1593 bool updated = false; 1744 bool updated = false;
1594 1745
1595// m_log.DebugFormat( 1746 // m_log.DebugFormat(
1596// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 1747 // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
1597// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); 1748 // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
1598 1749
1599 if (!m_autopilotMoving) 1750 if (!m_autopilotMoving)
1600 { 1751 {
1601 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); 1752 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
1602// m_log.DebugFormat( 1753 // m_log.DebugFormat(
1603// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", 1754 // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
1604// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); 1755 // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
1605 1756
1606 // Check the error term of the current position in relation to the target position 1757 // Check the error term of the current position in relation to the target position
1607 if (distanceToTarget <= 1) 1758 if (distanceToTarget <= 1)
@@ -1624,7 +1775,7 @@ namespace OpenSim.Region.Framework.Scenes
1624 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1775 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1625 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords 1776 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
1626 // Ignore z component of vector 1777 // Ignore z component of vector
1627// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1778 // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1628 LocalVectorToTarget3D.Normalize(); 1779 LocalVectorToTarget3D.Normalize();
1629 1780
1630 // update avatar movement flags. the avatar coordinate system is as follows: 1781 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1690,9 +1841,9 @@ namespace OpenSim.Region.Framework.Scenes
1690 updated = true; 1841 updated = true;
1691 } 1842 }
1692 1843
1693// m_log.DebugFormat( 1844 // m_log.DebugFormat(
1694// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", 1845 // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
1695// LocalVectorToTarget3D, agent_control_v3, Name); 1846 // LocalVectorToTarget3D, agent_control_v3, Name);
1696 1847
1697 agent_control_v3 += LocalVectorToTarget3D; 1848 agent_control_v3 += LocalVectorToTarget3D;
1698 } 1849 }
@@ -1813,7 +1964,7 @@ namespace OpenSim.Region.Framework.Scenes
1813 Velocity = Vector3.Zero; 1964 Velocity = Vector3.Zero;
1814 SendAvatarDataToAllAgents(); 1965 SendAvatarDataToAllAgents();
1815 1966
1816 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1967 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1817 } 1968 }
1818 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1969 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1819 m_requestedSitTargetUUID = UUID.Zero; 1970 m_requestedSitTargetUUID = UUID.Zero;
@@ -1850,25 +2001,22 @@ namespace OpenSim.Region.Framework.Scenes
1850 2001
1851 if (ParentID != 0) 2002 if (ParentID != 0)
1852 { 2003 {
1853 m_log.Debug("StandupCode Executed"); 2004 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1854 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
1855 if (part != null) 2005 if (part != null)
1856 { 2006 {
2007 part.TaskInventory.LockItemsForRead(true);
1857 TaskInventoryDictionary taskIDict = part.TaskInventory; 2008 TaskInventoryDictionary taskIDict = part.TaskInventory;
1858 if (taskIDict != null) 2009 if (taskIDict != null)
1859 { 2010 {
1860 lock (taskIDict) 2011 foreach (UUID taskID in taskIDict.Keys)
1861 { 2012 {
1862 foreach (UUID taskID in taskIDict.Keys) 2013 UnRegisterControlEventsToScript(LocalId, taskID);
1863 { 2014 taskIDict[taskID].PermsMask &= ~(
1864 UnRegisterControlEventsToScript(LocalId, taskID); 2015 2048 | //PERMISSION_CONTROL_CAMERA
1865 taskIDict[taskID].PermsMask &= ~( 2016 4); // PERMISSION_TAKE_CONTROLS
1866 2048 | //PERMISSION_CONTROL_CAMERA
1867 4); // PERMISSION_TAKE_CONTROLS
1868 }
1869 } 2017 }
1870
1871 } 2018 }
2019 part.TaskInventory.LockItemsForRead(false);
1872 // Reset sit target. 2020 // Reset sit target.
1873 if (part.GetAvatarOnSitTarget() == UUID) 2021 if (part.GetAvatarOnSitTarget() == UUID)
1874 part.SitTargetAvatar = UUID.Zero; 2022 part.SitTargetAvatar = UUID.Zero;
@@ -1877,20 +2025,58 @@ namespace OpenSim.Region.Framework.Scenes
1877 ParentPosition = part.GetWorldPosition(); 2025 ParentPosition = part.GetWorldPosition();
1878 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2026 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1879 } 2027 }
1880 2028 // part.GetWorldRotation() is the rotation of the object being sat on
1881 if (PhysicsActor == null) 2029 // Rotation is the sittiing Av's rotation
2030
2031 Quaternion partRot;
2032// if (part.LinkNum == 1)
2033// { // Root prim of linkset
2034// partRot = part.ParentGroup.RootPart.RotationOffset;
2035// }
2036// else
2037// { // single or child prim
2038
2039// }
2040 if (part == null) //CW: Part may be gone. llDie() for example.
1882 { 2041 {
1883 AddToPhysicalScene(false); 2042 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
2043 }
2044 else
2045 {
2046 partRot = part.GetWorldRotation();
1884 } 2047 }
1885 2048
1886 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 2049 Quaternion partIRot = Quaternion.Inverse(partRot);
1887 ParentPosition = Vector3.Zero; 2050
2051 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
2052 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
1888 2053
1889 ParentID = 0; 2054
2055 if (m_physicsActor == null)
2056 {
2057 AddToPhysicalScene(false);
2058 }
2059 //CW: If the part isn't null then we can set the current position
2060 if (part != null)
2061 {
2062 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
2063 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
2064 part.IsOccupied = false;
2065 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
2066 }
2067 else
2068 {
2069 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
2070 AbsolutePosition = m_lastWorldPosition;
2071 }
2072
2073 m_parentPosition = Vector3.Zero;
2074 m_parentID = 0;
2075 m_linkedPrim = UUID.Zero;
2076 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1890 SendAvatarDataToAllAgents(); 2077 SendAvatarDataToAllAgents();
1891 m_requestedSitTargetID = 0; 2078 m_requestedSitTargetID = 0;
1892 } 2079 }
1893
1894 Animator.TrySetMovementAnimation("STAND"); 2080 Animator.TrySetMovementAnimation("STAND");
1895 } 2081 }
1896 2082
@@ -1921,13 +2107,9 @@ namespace OpenSim.Region.Framework.Scenes
1921 Vector3 avSitOffSet = part.SitTargetPosition; 2107 Vector3 avSitOffSet = part.SitTargetPosition;
1922 Quaternion avSitOrientation = part.SitTargetOrientation; 2108 Quaternion avSitOrientation = part.SitTargetOrientation;
1923 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2109 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1924 2110 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1925 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2111 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1926 bool SitTargetisSet = 2112 if (SitTargetisSet && !SitTargetOccupied)
1927 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1928 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1929
1930 if (SitTargetisSet && SitTargetUnOccupied)
1931 { 2113 {
1932 //switch the target to this prim 2114 //switch the target to this prim
1933 return part; 2115 return part;
@@ -1941,85 +2123,168 @@ namespace OpenSim.Region.Framework.Scenes
1941 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 2123 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1942 { 2124 {
1943 bool autopilot = true; 2125 bool autopilot = true;
2126 Vector3 autopilotTarget = new Vector3();
2127 Quaternion sitOrientation = Quaternion.Identity;
1944 Vector3 pos = new Vector3(); 2128 Vector3 pos = new Vector3();
1945 Quaternion sitOrientation = pSitOrientation;
1946 Vector3 cameraEyeOffset = Vector3.Zero; 2129 Vector3 cameraEyeOffset = Vector3.Zero;
1947 Vector3 cameraAtOffset = Vector3.Zero; 2130 Vector3 cameraAtOffset = Vector3.Zero;
1948 bool forceMouselook = false; 2131 bool forceMouselook = false;
1949 2132
1950 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2133 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1951 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2134 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1952 if (part != null) 2135 if (part == null) return;
2136
2137 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2138 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2139
2140 // part is the prim to sit on
2141 // offset is the world-ref vector distance from that prim center to the click-spot
2142 // UUID is the UUID of the Avatar doing the clicking
2143
2144 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
2145
2146 // Is a sit target available?
2147 Vector3 avSitOffSet = part.SitTargetPosition;
2148 Quaternion avSitOrientation = part.SitTargetOrientation;
2149
2150 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
2151 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
2152 Quaternion partRot;
2153// if (part.LinkNum == 1)
2154// { // Root prim of linkset
2155// partRot = part.ParentGroup.RootPart.RotationOffset;
2156// }
2157// else
2158// { // single or child prim
2159 partRot = part.GetWorldRotation();
2160// }
2161 Quaternion partIRot = Quaternion.Inverse(partRot);
2162//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
2163 // Sit analysis rewritten by KF 091125
2164 if (SitTargetisSet) // scipted sit
1953 { 2165 {
1954 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2166 if (!part.IsOccupied)
1955 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2167 {
1956 2168//Console.WriteLine("Scripted, unoccupied");
1957 // Is a sit target available? 2169 part.SitTargetAvatar = UUID; // set that Av will be on it
1958 Vector3 avSitOffSet = part.SitTargetPosition; 2170 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1959 Quaternion avSitOrientation = part.SitTargetOrientation; 2171
1960 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2172 Quaternion nrot = avSitOrientation;
1961 2173 if (!part.IsRoot)
1962 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1963 bool SitTargetisSet =
1964 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
1965 (
1966 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
1967 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
1968 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
1969 )
1970 ));
1971
1972 if (SitTargetisSet && SitTargetUnOccupied)
1973 {
1974 part.SitTargetAvatar = UUID;
1975 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
1976 sitOrientation = avSitOrientation;
1977 autopilot = false;
1978 }
1979 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1980
1981 pos = part.AbsolutePosition + offset;
1982 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
1983 //{
1984 // offset = pos;
1985 //autopilot = false;
1986 //}
1987 if (PhysicsActor != null)
1988 {
1989 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1990 // We can remove the physicsActor until they stand up.
1991 m_sitAvatarHeight = PhysicsActor.Size.Z;
1992
1993 if (autopilot)
1994 { 2174 {
1995 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2175 nrot = part.RotationOffset * avSitOrientation;
1996 {
1997 autopilot = false;
1998
1999 RemoveFromPhysicalScene();
2000 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2001 }
2002 } 2176 }
2003 else 2177 sitOrientation = nrot; // Change rotatione to the scripted one
2178 OffsetRotation = nrot;
2179 autopilot = false; // Jump direct to scripted llSitPos()
2180 }
2181 else
2182 {
2183//Console.WriteLine("Scripted, occupied");
2184 return;
2185 }
2186 }
2187 else // Not Scripted
2188 {
2189 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2190 {
2191 // large prim & offset, ignore if other Avs sitting
2192// offset.Z -= 0.05f;
2193 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2194 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2195
2196//Console.WriteLine(" offset ={0}", offset);
2197//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2198//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2199
2200 }
2201 else // small offset
2202 {
2203//Console.WriteLine("Small offset");
2204 if (!part.IsOccupied)
2205 {
2206 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2207 autopilotTarget = part.AbsolutePosition;
2208//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2209 }
2210 else return; // occupied small
2211 } // end large/small
2212 } // end Scripted/not
2213
2214 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2215
2216 cameraAtOffset = part.GetCameraAtOffset();
2217 cameraEyeOffset = part.GetCameraEyeOffset();
2218 forceMouselook = part.GetForceMouselook();
2219 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2220 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2221
2222 if (m_physicsActor != null)
2223 {
2224 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2225 // We can remove the physicsActor until they stand up.
2226 m_sitAvatarHeight = m_physicsActor.Size.Z;
2227 if (autopilot)
2228 { // its not a scripted sit
2229// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2230 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
2004 { 2231 {
2232 autopilot = false; // close enough
2233 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2234 Not using the part's position because returning the AV to the last known standing
2235 position is likely to be more friendly, isn't it? */
2005 RemoveFromPhysicalScene(); 2236 RemoveFromPhysicalScene();
2006 } 2237 Velocity = Vector3.Zero;
2238 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2239 } // else the autopilot will get us close
2240 }
2241 else
2242 { // its a scripted sit
2243 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2244 I *am* using the part's position this time because we have no real idea how far away
2245 the avatar is from the sit target. */
2246 RemoveFromPhysicalScene();
2247 Velocity = Vector3.Zero;
2007 } 2248 }
2008
2009 cameraAtOffset = part.GetCameraAtOffset();
2010 cameraEyeOffset = part.GetCameraEyeOffset();
2011 forceMouselook = part.GetForceMouselook();
2012 } 2249 }
2013 2250 else return; // physactor is null!
2014 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2251
2015 m_requestedSitTargetUUID = targetID; 2252 Vector3 offsetr; // = offset * partIRot;
2253 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2254 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2255 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2256 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2257 //offsetr = offset * partIRot;
2258//
2259 // }
2260 // else
2261 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2262 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2263 // (offset * partRot);
2264 // }
2265
2266//Console.WriteLine(" ");
2267//Console.WriteLine("link number ={0}", part.LinkNum);
2268//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2269//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2270//Console.WriteLine("Click offst ={0}", offset);
2271//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2272//Console.WriteLine("offsetr ={0}", offsetr);
2273//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2274//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2275
2276 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2277 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2278
2279 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2016 // This calls HandleAgentSit twice, once from here, and the client calls 2280 // This calls HandleAgentSit twice, once from here, and the client calls
2017 // HandleAgentSit itself after it gets to the location 2281 // HandleAgentSit itself after it gets to the location
2018 // It doesn't get to the location until we've moved them there though 2282 // It doesn't get to the location until we've moved them there though
2019 // which happens in HandleAgentSit :P 2283 // which happens in HandleAgentSit :P
2020 m_autopilotMoving = autopilot; 2284 m_autopilotMoving = autopilot;
2021 m_autoPilotTarget = pos; 2285 m_autoPilotTarget = autopilotTarget;
2022 m_sitAtAutoTarget = autopilot; 2286 m_sitAtAutoTarget = autopilot;
2287 m_initialSitTarget = autopilotTarget;
2023 if (!autopilot) 2288 if (!autopilot)
2024 HandleAgentSit(remoteClient, UUID); 2289 HandleAgentSit(remoteClient, UUID);
2025 } 2290 }
@@ -2284,47 +2549,131 @@ namespace OpenSim.Region.Framework.Scenes
2284 { 2549 {
2285 if (part != null) 2550 if (part != null)
2286 { 2551 {
2552//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2287 if (part.GetAvatarOnSitTarget() == UUID) 2553 if (part.GetAvatarOnSitTarget() == UUID)
2288 { 2554 {
2555//Console.WriteLine("Scripted Sit");
2556 // Scripted sit
2289 Vector3 sitTargetPos = part.SitTargetPosition; 2557 Vector3 sitTargetPos = part.SitTargetPosition;
2290 Quaternion sitTargetOrient = part.SitTargetOrientation; 2558 Quaternion sitTargetOrient = part.SitTargetOrientation;
2291
2292 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2293 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2294
2295 //Quaternion result = (sitTargetOrient * vq) * nq;
2296
2297 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2559 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2298 m_pos += SIT_TARGET_ADJUSTMENT; 2560 m_pos += SIT_TARGET_ADJUSTMENT;
2299 Rotation = sitTargetOrient; 2561 if (!part.IsRoot)
2300 //Rotation = sitTargetOrient; 2562 {
2301 ParentPosition = part.AbsolutePosition; 2563 m_pos *= part.RotationOffset;
2302 2564 }
2303 //SendTerseUpdateToAllClients(); 2565 m_bodyRot = sitTargetOrient;
2566 m_parentPosition = part.AbsolutePosition;
2567 part.IsOccupied = true;
2568 part.ParentGroup.AddAvatar(agentID);
2304 } 2569 }
2305 else 2570 else
2306 { 2571 {
2307 m_pos -= part.AbsolutePosition; 2572 // if m_avUnscriptedSitPos is zero then Av sits above center
2308 ParentPosition = part.AbsolutePosition; 2573 // Else Av sits at m_avUnscriptedSitPos
2309 } 2574
2575 // Non-scripted sit by Kitto Flora 21Nov09
2576 // Calculate angle of line from prim to Av
2577 Quaternion partIRot;
2578// if (part.LinkNum == 1)
2579// { // Root prim of linkset
2580// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2581// }
2582// else
2583// { // single or child prim
2584 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2585// }
2586 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2587 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2588 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2589 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2590 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2591 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2592 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2593 // Av sits at world euler <0,0, z>, translated by part rotation
2594 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2595
2596 m_parentPosition = part.AbsolutePosition;
2597 part.IsOccupied = true;
2598 part.ParentGroup.AddAvatar(agentID);
2599 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2600 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2601 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2602 m_avUnscriptedSitPos; // adds click offset, if any
2603 //Set up raytrace to find top surface of prim
2604 Vector3 size = part.Scale;
2605 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2606 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2607 Vector3 down = new Vector3(0f, 0f, -1f);
2608//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2609 m_scene.PhysicsScene.RaycastWorld(
2610 start, // Vector3 position,
2611 down, // Vector3 direction,
2612 mag, // float length,
2613 SitAltitudeCallback); // retMethod
2614 } // end scripted/not
2310 } 2615 }
2311 else 2616 else // no Av
2312 { 2617 {
2313 return; 2618 return;
2314 } 2619 }
2315 } 2620 }
2316 ParentID = m_requestedSitTargetID; 2621 ParentID = m_requestedSitTargetID;
2317 2622
2623 //We want our offsets to reference the root prim, not the child we may have sat on
2624 if (!part.IsRoot)
2625 {
2626 m_parentID = part.ParentGroup.RootPart.LocalId;
2627 m_pos += part.OffsetPosition;
2628 }
2629 else
2630 {
2631 m_parentID = m_requestedSitTargetID;
2632 }
2633
2634 m_linkedPrim = part.UUID;
2635 if (part.GetAvatarOnSitTarget() != UUID)
2636 {
2637 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2638 }
2318 Velocity = Vector3.Zero; 2639 Velocity = Vector3.Zero;
2319 RemoveFromPhysicalScene(); 2640 RemoveFromPhysicalScene();
2320
2321 Animator.TrySetMovementAnimation(sitAnimation); 2641 Animator.TrySetMovementAnimation(sitAnimation);
2322 SendAvatarDataToAllAgents(); 2642 SendAvatarDataToAllAgents();
2323 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2324 // So we're also sending a terse update (which has avatar rotation)
2325 // [Update] We do now.
2326 //SendTerseUpdateToAllClients(); 2643 //SendTerseUpdateToAllClients();
2327 } 2644 }
2645
2646 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2647 {
2648 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2649 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2650 if(hitYN)
2651 {
2652 // m_pos = Av offset from prim center to make look like on center
2653 // m_parentPosition = Actual center pos of prim
2654 // collisionPoint = spot on prim where we want to sit
2655 // collisionPoint.Z = global sit surface height
2656 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2657 Quaternion partIRot;
2658// if (part.LinkNum == 1)
2659/// { // Root prim of linkset
2660// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2661// }
2662// else
2663// { // single or child prim
2664 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2665// }
2666 if (m_initialSitTarget != null)
2667 {
2668 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2669 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2670 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2671 m_pos += offset;
2672 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2673 }
2674
2675 }
2676 } // End SitAltitudeCallback KF.
2328 2677
2329 /// <summary> 2678 /// <summary>
2330 /// Event handler for the 'Always run' setting on the client 2679 /// Event handler for the 'Always run' setting on the client
@@ -2432,6 +2781,9 @@ namespace OpenSim.Region.Framework.Scenes
2432 2781
2433 CheckForSignificantMovement(); // sends update to the modules. 2782 CheckForSignificantMovement(); // sends update to the modules.
2434 } 2783 }
2784
2785 //Sending prim updates AFTER the avatar terse updates are sent
2786 SendPrimUpdates();
2435 } 2787 }
2436 2788
2437 #endregion 2789 #endregion
@@ -3203,6 +3555,7 @@ namespace OpenSim.Region.Framework.Scenes
3203 m_callbackURI = cAgent.CallbackURI; 3555 m_callbackURI = cAgent.CallbackURI;
3204 3556
3205 m_pos = cAgent.Position; 3557 m_pos = cAgent.Position;
3558
3206 m_velocity = cAgent.Velocity; 3559 m_velocity = cAgent.Velocity;
3207 CameraPosition = cAgent.Center; 3560 CameraPosition = cAgent.Center;
3208 CameraAtAxis = cAgent.AtAxis; 3561 CameraAtAxis = cAgent.AtAxis;
@@ -3352,14 +3705,26 @@ namespace OpenSim.Region.Framework.Scenes
3352 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3705 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3353 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( 3706 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3354 // as of this comment the interval is set in AddToPhysicalScene 3707 // as of this comment the interval is set in AddToPhysicalScene
3355 if (Animator != null) 3708 if (Animator!=null)
3356 Animator.UpdateMovementAnimations(); 3709 {
3710 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3711 { // else its will lock out other animation changes, like ground sit.
3712 Animator.UpdateMovementAnimations();
3713 m_updateCount--;
3714 }
3715 }
3357 3716
3358 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3717 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3359 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3718 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3360 3719
3361 CollisionPlane = Vector4.UnitW; 3720 CollisionPlane = Vector4.UnitW;
3362 3721
3722 if (m_lastColCount != coldata.Count)
3723 {
3724 m_updateCount = UPDATE_COUNT;
3725 m_lastColCount = coldata.Count;
3726 }
3727
3363 if (coldata.Count != 0 && Animator != null) 3728 if (coldata.Count != 0 && Animator != null)
3364 { 3729 {
3365 switch (Animator.CurrentMovementAnimation) 3730 switch (Animator.CurrentMovementAnimation)
@@ -3389,6 +3754,148 @@ namespace OpenSim.Region.Framework.Scenes
3389 } 3754 }
3390 } 3755 }
3391 3756
3757 List<uint> thisHitColliders = new List<uint>();
3758 List<uint> endedColliders = new List<uint>();
3759 List<uint> startedColliders = new List<uint>();
3760
3761 foreach (uint localid in coldata.Keys)
3762 {
3763 thisHitColliders.Add(localid);
3764 if (!m_lastColliders.Contains(localid))
3765 {
3766 startedColliders.Add(localid);
3767 }
3768 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3769 }
3770
3771 // calculate things that ended colliding
3772 foreach (uint localID in m_lastColliders)
3773 {
3774 if (!thisHitColliders.Contains(localID))
3775 {
3776 endedColliders.Add(localID);
3777 }
3778 }
3779 //add the items that started colliding this time to the last colliders list.
3780 foreach (uint localID in startedColliders)
3781 {
3782 m_lastColliders.Add(localID);
3783 }
3784 // remove things that ended colliding from the last colliders list
3785 foreach (uint localID in endedColliders)
3786 {
3787 m_lastColliders.Remove(localID);
3788 }
3789
3790 // do event notification
3791 if (startedColliders.Count > 0)
3792 {
3793 ColliderArgs StartCollidingMessage = new ColliderArgs();
3794 List<DetectedObject> colliding = new List<DetectedObject>();
3795 foreach (uint localId in startedColliders)
3796 {
3797 if (localId == 0)
3798 continue;
3799
3800 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3801 string data = "";
3802 if (obj != null)
3803 {
3804 DetectedObject detobj = new DetectedObject();
3805 detobj.keyUUID = obj.UUID;
3806 detobj.nameStr = obj.Name;
3807 detobj.ownerUUID = obj.OwnerID;
3808 detobj.posVector = obj.AbsolutePosition;
3809 detobj.rotQuat = obj.GetWorldRotation();
3810 detobj.velVector = obj.Velocity;
3811 detobj.colliderType = 0;
3812 detobj.groupUUID = obj.GroupID;
3813 colliding.Add(detobj);
3814 }
3815 }
3816
3817 if (colliding.Count > 0)
3818 {
3819 StartCollidingMessage.Colliders = colliding;
3820
3821 foreach (SceneObjectGroup att in GetAttachments())
3822 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3823 }
3824 }
3825
3826 if (endedColliders.Count > 0)
3827 {
3828 ColliderArgs EndCollidingMessage = new ColliderArgs();
3829 List<DetectedObject> colliding = new List<DetectedObject>();
3830 foreach (uint localId in endedColliders)
3831 {
3832 if (localId == 0)
3833 continue;
3834
3835 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3836 string data = "";
3837 if (obj != null)
3838 {
3839 DetectedObject detobj = new DetectedObject();
3840 detobj.keyUUID = obj.UUID;
3841 detobj.nameStr = obj.Name;
3842 detobj.ownerUUID = obj.OwnerID;
3843 detobj.posVector = obj.AbsolutePosition;
3844 detobj.rotQuat = obj.GetWorldRotation();
3845 detobj.velVector = obj.Velocity;
3846 detobj.colliderType = 0;
3847 detobj.groupUUID = obj.GroupID;
3848 colliding.Add(detobj);
3849 }
3850 }
3851
3852 if (colliding.Count > 0)
3853 {
3854 EndCollidingMessage.Colliders = colliding;
3855
3856 foreach (SceneObjectGroup att in GetAttachments())
3857 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3858 }
3859 }
3860
3861 if (thisHitColliders.Count > 0)
3862 {
3863 ColliderArgs CollidingMessage = new ColliderArgs();
3864 List<DetectedObject> colliding = new List<DetectedObject>();
3865 foreach (uint localId in thisHitColliders)
3866 {
3867 if (localId == 0)
3868 continue;
3869
3870 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3871 string data = "";
3872 if (obj != null)
3873 {
3874 DetectedObject detobj = new DetectedObject();
3875 detobj.keyUUID = obj.UUID;
3876 detobj.nameStr = obj.Name;
3877 detobj.ownerUUID = obj.OwnerID;
3878 detobj.posVector = obj.AbsolutePosition;
3879 detobj.rotQuat = obj.GetWorldRotation();
3880 detobj.velVector = obj.Velocity;
3881 detobj.colliderType = 0;
3882 detobj.groupUUID = obj.GroupID;
3883 colliding.Add(detobj);
3884 }
3885 }
3886
3887 if (colliding.Count > 0)
3888 {
3889 CollidingMessage.Colliders = colliding;
3890
3891 lock (m_attachments)
3892 {
3893 foreach (SceneObjectGroup att in m_attachments)
3894 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3895 }
3896 }
3897 }
3898
3392 if (Invulnerable) 3899 if (Invulnerable)
3393 return; 3900 return;
3394 3901
@@ -3460,6 +3967,10 @@ namespace OpenSim.Region.Framework.Scenes
3460 { 3967 {
3461 lock (m_attachments) 3968 lock (m_attachments)
3462 { 3969 {
3970 // This may be true when the attachment comes back
3971 // from serialization after login. Clear it.
3972 gobj.IsDeleted = false;
3973
3463 m_attachments.Add(gobj); 3974 m_attachments.Add(gobj);
3464 } 3975 }
3465 } 3976 }
@@ -3823,5 +4334,39 @@ namespace OpenSim.Region.Framework.Scenes
3823 m_reprioritization_called = false; 4334 m_reprioritization_called = false;
3824 } 4335 }
3825 } 4336 }
4337
4338 private Vector3 Quat2Euler(Quaternion rot){
4339 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4340 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4341 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4342 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4343 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4344 return(new Vector3(x,y,z));
4345 }
4346
4347 private void CheckLandingPoint(ref Vector3 pos)
4348 {
4349 // Never constrain lures
4350 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4351 return;
4352
4353 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4354 return;
4355
4356 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4357
4358 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4359 land.LandData.UserLocation != Vector3.Zero &&
4360 land.LandData.OwnerID != m_uuid &&
4361 (!m_scene.Permissions.IsGod(m_uuid)) &&
4362 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4363 {
4364 float curr = Vector3.Distance(AbsolutePosition, pos);
4365 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4366 pos = land.LandData.UserLocation;
4367 else
4368 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4369 }
4370 }
3826 } 4371 }
3827} 4372}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 50e1e39..8a0d288 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
126 g.ScheduleFullUpdateToAvatar(m_presence); 126 g.ScheduleFullUpdateToAvatar(m_presence);
127 } 127 }
128 128
129 while (m_partsUpdateQueue.Count > 0) 129 while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
130 { 130 {
131 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 131 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
132 132
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e06a222..11dad6c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -346,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
349
350 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
349 #endregion 351 #endregion
350 352
351 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -735,6 +737,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
735 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 737 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
736 } 738 }
737 739
740 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
743 }
744
738 #endregion 745 #endregion
739 746
740 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1219,6 +1226,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1219 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1226 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1220 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1227 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1221 1228
1229 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1230
1222 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1223 } 1232 }
1224 1233
@@ -1503,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1503 { 1512 {
1504 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1505 1514
1506 if (reader.IsEmptyElement)
1507 {
1508 reader.Read();
1509 return tinv;
1510 }
1511
1512 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1513 1516
1514 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1551,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1551 1554
1552 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1553 1556
1554 if (reader.IsEmptyElement)
1555 {
1556 reader.Read();
1557 return shape;
1558 }
1559
1560 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1561 1558
1562 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
@@ -1596,4 +1593,4 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1596 1593
1597 #endregion 1594 #endregion
1598 } 1595 }
1599} 1596} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index d34d8e5..0a30f4b 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -160,24 +175,24 @@ namespace OpenSim.Region.Framework.Scenes
160 { 175 {
161 if (Position != Vector3.Zero) 176 if (Position != Vector3.Zero)
162 { 177 {
163// m_log.DebugFormat( 178 // m_log.DebugFormat(
164// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 179 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
165// part.OffsetPosition, Position, part.Name, part.LocalId); 180 // part.OffsetPosition, Position, part.Name, part.LocalId);
166 181
167 part.OffsetPosition = Position; 182 part.OffsetPosition = Position;
168 } 183 }
169 184
170// m_log.DebugFormat( 185 // m_log.DebugFormat(
171// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 186 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
172// part.RotationOffset, Rotation, part.Name, part.LocalId); 187 // part.RotationOffset, Rotation, part.Name, part.LocalId);
173 188
174 part.UpdateRotation(Rotation); 189 part.UpdateRotation(Rotation);
175 190
176 if (Scale != Vector3.Zero) 191 if (Scale != Vector3.Zero)
177 { 192 {
178// m_log.DebugFormat( 193 // m_log.DebugFormat(
179// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 194 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
180// part.Shape.Scale, Scale, part.Name, part.LocalId); 195 // part.Shape.Scale, Scale, part.Name, part.LocalId);
181 196
182 part.Resize(Scale); 197 part.Resize(Scale);
183 } 198 }
@@ -249,4 +264,4 @@ namespace OpenSim.Region.Framework.Scenes
249 m_terrainModule.UndoTerrain(m_terrainChannel); 264 m_terrainModule.UndoTerrain(m_terrainChannel);
250 } 265 }
251 } 266 }
252} \ No newline at end of file 267}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3acdaf8..8d41f00 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;