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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs221
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs242
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs243
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs656
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs281
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs570
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs971
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2661 insertions, 985 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9c103cb 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 64567db..a8d24fd 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
@@ -137,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 144 x = m_inventoryDeletes.Dequeue();
138 145
139 m_log.DebugFormat( 146 m_log.DebugFormat(
140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); 147 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
141 148
142 try 149 try
143 { 150 {
@@ -177,4 +184,4 @@ namespace OpenSim.Region.Framework.Scenes
177 return false; 184 return false;
178 } 185 }
179 } 186 }
180} \ No newline at end of file 187}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c321a15..f24c53c 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;
@@ -757,6 +761,26 @@ namespace OpenSim.Region.Framework.Scenes
757 } 761 }
758 } 762 }
759 } 763 }
764 public void TriggerTerrainUpdate()
765 {
766 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
767 if (handlerTerrainUpdate != null)
768 {
769 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
770 {
771 try
772 {
773 d();
774 }
775 catch (Exception e)
776 {
777 m_log.ErrorFormat(
778 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
779 e.Message, e.StackTrace);
780 }
781 }
782 }
783 }
760 784
761 public void TriggerTerrainTick() 785 public void TriggerTerrainTick()
762 { 786 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 06f8ac1..e6201a8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -684,6 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
684 return; 666 return;
685 } 667 }
686 668
669 if (newName == null) newName = item.Name;
670
687 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 671 AssetBase asset = AssetService.Get(item.AssetID.ToString());
688 672
689 if (asset != null) 673 if (asset != null)
@@ -731,6 +715,24 @@ namespace OpenSim.Region.Framework.Scenes
731 } 715 }
732 716
733 /// <summary> 717 /// <summary>
718 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
719 /// </summary>
720 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
721 {
722 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
723 foreach (InventoryItemBase b in items)
724 {
725 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
726 InventoryItemBase n = InventoryService.GetItem(b);
727 n.Folder = destfolder;
728 moveitems.Add(n);
729 remoteClient.SendInventoryItemCreateUpdate(n, 0);
730 }
731
732 MoveInventoryItem(remoteClient, moveitems);
733 }
734
735 /// <summary>
734 /// Move an item within the agent's inventory. 736 /// Move an item within the agent's inventory.
735 /// </summary> 737 /// </summary>
736 /// <param name="remoteClient"></param> 738 /// <param name="remoteClient"></param>
@@ -974,8 +976,12 @@ namespace OpenSim.Region.Framework.Scenes
974 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 976 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
975 { 977 {
976 SceneObjectPart part = GetSceneObjectPart(localID); 978 SceneObjectPart part = GetSceneObjectPart(localID);
977 SceneObjectGroup group = part.ParentGroup; 979 SceneObjectGroup group = null;
978 if (group != null) 980 if (part != null)
981 {
982 group = part.ParentGroup;
983 }
984 if (part != null && group != null)
979 { 985 {
980 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 986 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
981 return; 987 return;
@@ -1424,13 +1430,6 @@ namespace OpenSim.Region.Framework.Scenes
1424 { 1430 {
1425 agentTransactions.HandleTaskItemUpdateFromTransaction( 1431 agentTransactions.HandleTaskItemUpdateFromTransaction(
1426 remoteClient, part, transactionID, currentItem); 1432 remoteClient, part, transactionID, currentItem);
1427
1428 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1429 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1430 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1431 remoteClient.SendAgentAlertMessage("Script saved", false);
1432 else
1433 remoteClient.SendAgentAlertMessage("Item saved", false);
1434 } 1433 }
1435 1434
1436 // Base ALWAYS has move 1435 // Base ALWAYS has move
@@ -1548,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 return; 1547 return;
1549 1548
1550 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1551 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1552 remoteClient.AgentId); 1551 remoteClient.AgentId);
1553 AssetService.Store(asset); 1552 AssetService.Store(asset);
1554 1553
@@ -1701,23 +1700,32 @@ namespace OpenSim.Region.Framework.Scenes
1701 // build a list of eligible objects 1700 // build a list of eligible objects
1702 List<uint> deleteIDs = new List<uint>(); 1701 List<uint> deleteIDs = new List<uint>();
1703 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1702 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1704 1703 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1705 // Start with true for both, then remove the flags if objects
1706 // that we can't derez are part of the selection
1707 bool permissionToTake = true;
1708 bool permissionToTakeCopy = true;
1709 bool permissionToDelete = true;
1710 1704
1711 foreach (uint localID in localIDs) 1705 foreach (uint localID in localIDs)
1712 { 1706 {
1707 // Start with true for both, then remove the flags if objects
1708 // that we can't derez are part of the selection
1709 bool permissionToTake = true;
1710 bool permissionToTakeCopy = true;
1711 bool permissionToDelete = true;
1712
1713 // Invalid id 1713 // Invalid id
1714 SceneObjectPart part = GetSceneObjectPart(localID); 1714 SceneObjectPart part = GetSceneObjectPart(localID);
1715 if (part == null) 1715 if (part == null)
1716 {
1717 //Client still thinks the object exists, kill it
1718 deleteIDs.Add(localID);
1716 continue; 1719 continue;
1720 }
1717 1721
1718 // Already deleted by someone else 1722 // Already deleted by someone else
1719 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1723 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1724 {
1725 //Client still thinks the object exists, kill it
1726 deleteIDs.Add(localID);
1720 continue; 1727 continue;
1728 }
1721 1729
1722 // Can't delete child prims 1730 // Can't delete child prims
1723 if (part != part.ParentGroup.RootPart) 1731 if (part != part.ParentGroup.RootPart)
@@ -1725,9 +1733,6 @@ namespace OpenSim.Region.Framework.Scenes
1725 1733
1726 SceneObjectGroup grp = part.ParentGroup; 1734 SceneObjectGroup grp = part.ParentGroup;
1727 1735
1728 deleteIDs.Add(localID);
1729 deleteGroups.Add(grp);
1730
1731 if (remoteClient == null) 1736 if (remoteClient == null)
1732 { 1737 {
1733 // Autoreturn has a null client. Nothing else does. So 1738 // Autoreturn has a null client. Nothing else does. So
@@ -1744,80 +1749,104 @@ namespace OpenSim.Region.Framework.Scenes
1744 } 1749 }
1745 else 1750 else
1746 { 1751 {
1747 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1752 if (action == DeRezAction.TakeCopy)
1753 {
1754 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1755 permissionToTakeCopy = false;
1756 }
1757 else
1758 {
1748 permissionToTakeCopy = false; 1759 permissionToTakeCopy = false;
1749 1760 }
1750 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1761 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1751 permissionToTake = false; 1762 permissionToTake = false;
1752 1763
1753 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1764 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1754 permissionToDelete = false; 1765 permissionToDelete = false;
1755 } 1766 }
1756 }
1757 1767
1758 // Handle god perms 1768 // Handle god perms
1759 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1769 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1760 { 1770 {
1761 permissionToTake = true; 1771 permissionToTake = true;
1762 permissionToTakeCopy = true; 1772 permissionToTakeCopy = true;
1763 permissionToDelete = true; 1773 permissionToDelete = true;
1764 } 1774 }
1765 1775
1766 // If we're re-saving, we don't even want to delete 1776 // If we're re-saving, we don't even want to delete
1767 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1777 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1768 permissionToDelete = false; 1778 permissionToDelete = false;
1769 1779
1770 // if we want to take a copy, we also don't want to delete 1780 // if we want to take a copy, we also don't want to delete
1771 // Note: after this point, the permissionToTakeCopy flag 1781 // Note: after this point, the permissionToTakeCopy flag
1772 // becomes irrelevant. It already includes the permissionToTake 1782 // becomes irrelevant. It already includes the permissionToTake
1773 // permission and after excluding no copy items here, we can 1783 // permission and after excluding no copy items here, we can
1774 // just use that. 1784 // just use that.
1775 if (action == DeRezAction.TakeCopy) 1785 if (action == DeRezAction.TakeCopy)
1776 { 1786 {
1777 // If we don't have permission, stop right here 1787 // If we don't have permission, stop right here
1778 if (!permissionToTakeCopy) 1788 if (!permissionToTakeCopy)
1779 return; 1789 return;
1780 1790
1781 permissionToTake = true; 1791 permissionToTake = true;
1782 // Don't delete 1792 // Don't delete
1783 permissionToDelete = false; 1793 permissionToDelete = false;
1784 } 1794 }
1785 1795
1786 if (action == DeRezAction.Return) 1796 if (action == DeRezAction.Return)
1787 {
1788 if (remoteClient != null)
1789 { 1797 {
1790 if (Permissions.CanReturnObjects( 1798 if (remoteClient != null)
1791 null,
1792 remoteClient.AgentId,
1793 deleteGroups))
1794 { 1799 {
1795 permissionToTake = true; 1800 if (Permissions.CanReturnObjects(
1796 permissionToDelete = true; 1801 null,
1797 1802 remoteClient.AgentId,
1798 foreach (SceneObjectGroup g in deleteGroups) 1803 deleteGroups))
1799 { 1804 {
1800 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1805 permissionToTake = true;
1806 permissionToDelete = true;
1807
1808 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1801 } 1809 }
1802 } 1810 }
1811 else // Auto return passes through here with null agent
1812 {
1813 permissionToTake = true;
1814 permissionToDelete = true;
1815 }
1803 } 1816 }
1804 else // Auto return passes through here with null agent 1817
1818 if (permissionToTake && (!permissionToDelete))
1819 takeGroups.Add(grp);
1820
1821 if (permissionToDelete)
1805 { 1822 {
1806 permissionToTake = true; 1823 if (permissionToTake)
1807 permissionToDelete = true; 1824 deleteGroups.Add(grp);
1825 deleteIDs.Add(grp.LocalId);
1808 } 1826 }
1809 } 1827 }
1810 1828
1811 if (permissionToTake) 1829 SendKillObject(deleteIDs);
1830
1831 if (deleteGroups.Count > 0)
1812 { 1832 {
1833 foreach (SceneObjectGroup g in deleteGroups)
1834 deleteIDs.Remove(g.LocalId);
1835
1813 m_asyncSceneObjectDeleter.DeleteToInventory( 1836 m_asyncSceneObjectDeleter.DeleteToInventory(
1814 action, destinationID, deleteGroups, remoteClient, 1837 action, destinationID, deleteGroups, remoteClient,
1815 permissionToDelete); 1838 true);
1839 }
1840 if (takeGroups.Count > 0)
1841 {
1842 m_asyncSceneObjectDeleter.DeleteToInventory(
1843 action, destinationID, takeGroups, remoteClient,
1844 false);
1816 } 1845 }
1817 else if (permissionToDelete) 1846 if (deleteIDs.Count > 0)
1818 { 1847 {
1819 foreach (SceneObjectGroup g in deleteGroups) 1848 foreach (SceneObjectGroup g in deleteGroups)
1820 DeleteSceneObject(g, false); 1849 DeleteSceneObject(g, true);
1821 } 1850 }
1822 } 1851 }
1823 1852
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b1216c5..216eb51 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -84,6 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
84 // TODO: need to figure out how allow client agents but deny 84 // TODO: need to figure out how allow client agents but deny
85 // root agents when ACL denies access to root agent 85 // root agents when ACL denies access to root agent
86 public bool m_strictAccessControl = true; 86 public bool m_strictAccessControl = true;
87 public bool m_seeIntoBannedRegion = false;
87 public int MaxUndoCount = 5; 88 public int MaxUndoCount = 5;
88 public bool LoginsDisabled = true; 89 public bool LoginsDisabled = true;
89 public bool LoadingPrims; 90 public bool LoadingPrims;
@@ -102,6 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 103 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 104 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 105 protected SceneCommunicationService m_sceneGridService;
106 protected ISnmpModule m_snmpService = null;
105 107
106 protected ISimulationDataService m_SimulationDataService; 108 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 109 protected IEstateDataService m_EstateDataService;
@@ -163,6 +165,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 165 private int landMS;
164 private int lastCompletedFrame; 166 private int lastCompletedFrame;
165 167
168 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 169 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 170 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 171 private string m_defaultScriptEngine;
@@ -220,6 +223,19 @@ namespace OpenSim.Region.Framework.Scenes
220 get { return m_sceneGridService; } 223 get { return m_sceneGridService; }
221 } 224 }
222 225
226 public ISnmpModule SnmpService
227 {
228 get
229 {
230 if (m_snmpService == null)
231 {
232 m_snmpService = RequestModuleInterface<ISnmpModule>();
233 }
234
235 return m_snmpService;
236 }
237 }
238
223 public ISimulationDataService SimulationDataService 239 public ISimulationDataService SimulationDataService
224 { 240 {
225 get 241 get
@@ -564,6 +580,8 @@ namespace OpenSim.Region.Framework.Scenes
564 #region Region Settings 580 #region Region Settings
565 581
566 // Load region settings 582 // Load region settings
583 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
584
567 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 585 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
568 if (estateDataService != null) 586 if (estateDataService != null)
569 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 587 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -623,9 +641,10 @@ namespace OpenSim.Region.Framework.Scenes
623 //Animation states 641 //Animation states
624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 642 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
625 // TODO: Change default to true once the feature is supported 643 // TODO: Change default to true once the feature is supported
626 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 644 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
627
628 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 645 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
646
647 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
629 if (RegionInfo.NonphysPrimMax > 0) 648 if (RegionInfo.NonphysPrimMax > 0)
630 { 649 {
631 m_maxNonphys = RegionInfo.NonphysPrimMax; 650 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -657,6 +676,7 @@ namespace OpenSim.Region.Framework.Scenes
657 m_persistAfter *= 10000000; 676 m_persistAfter *= 10000000;
658 677
659 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 678 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
679 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
660 680
661 IConfig packetConfig = m_config.Configs["PacketPool"]; 681 IConfig packetConfig = m_config.Configs["PacketPool"];
662 if (packetConfig != null) 682 if (packetConfig != null)
@@ -666,6 +686,8 @@ namespace OpenSim.Region.Framework.Scenes
666 } 686 }
667 687
668 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 688 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
689 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
690 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
669 691
670 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 692 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
671 if (m_generateMaptiles) 693 if (m_generateMaptiles)
@@ -690,9 +712,9 @@ namespace OpenSim.Region.Framework.Scenes
690 } 712 }
691 } 713 }
692 } 714 }
693 catch 715 catch (Exception e)
694 { 716 {
695 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 717 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
696 } 718 }
697 719
698 #endregion Region Config 720 #endregion Region Config
@@ -1063,6 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes
1063 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1085 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1064 if (HeartbeatThread != null) 1086 if (HeartbeatThread != null)
1065 { 1087 {
1088 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1066 HeartbeatThread.Abort(); 1089 HeartbeatThread.Abort();
1067 HeartbeatThread = null; 1090 HeartbeatThread = null;
1068 } 1091 }
@@ -1734,14 +1757,24 @@ namespace OpenSim.Region.Framework.Scenes
1734 /// <returns></returns> 1757 /// <returns></returns>
1735 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1758 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1736 { 1759 {
1760
1761 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1762 Vector3 wpos = Vector3.Zero;
1763 // Check for water surface intersection from above
1764 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1765 {
1766 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1767 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1768 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1769 wpos.Z = wheight;
1770 }
1771
1737 Vector3 pos = Vector3.Zero; 1772 Vector3 pos = Vector3.Zero;
1738 if (RayEndIsIntersection == (byte)1) 1773 if (RayEndIsIntersection == (byte)1)
1739 { 1774 {
1740 pos = RayEnd; 1775 pos = RayEnd;
1741 return pos;
1742 } 1776 }
1743 1777 else if (RayTargetID != UUID.Zero)
1744 if (RayTargetID != UUID.Zero)
1745 { 1778 {
1746 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1779 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1747 1780
@@ -1763,7 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1763 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1796 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1764 1797
1765 // Un-comment out the following line to Get Raytrace results printed to the console. 1798 // Un-comment out the following line to Get Raytrace results printed to the console.
1766 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1799 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1767 float ScaleOffset = 0.5f; 1800 float ScaleOffset = 0.5f;
1768 1801
1769 // If we hit something 1802 // If we hit something
@@ -1786,13 +1819,10 @@ namespace OpenSim.Region.Framework.Scenes
1786 //pos.Z -= 0.25F; 1819 //pos.Z -= 0.25F;
1787 1820
1788 } 1821 }
1789
1790 return pos;
1791 } 1822 }
1792 else 1823 else
1793 { 1824 {
1794 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1825 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1795
1796 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1826 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1797 1827
1798 // Un-comment the following line to print the raytrace results to the console. 1828 // Un-comment the following line to print the raytrace results to the console.
@@ -1801,13 +1831,12 @@ namespace OpenSim.Region.Framework.Scenes
1801 if (ei.HitTF) 1831 if (ei.HitTF)
1802 { 1832 {
1803 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1833 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1804 } else 1834 }
1835 else
1805 { 1836 {
1806 // fall back to our stupid functionality 1837 // fall back to our stupid functionality
1807 pos = RayEnd; 1838 pos = RayEnd;
1808 } 1839 }
1809
1810 return pos;
1811 } 1840 }
1812 } 1841 }
1813 else 1842 else
@@ -1818,8 +1847,12 @@ namespace OpenSim.Region.Framework.Scenes
1818 //increase height so its above the ground. 1847 //increase height so its above the ground.
1819 //should be getting the normal of the ground at the rez point and using that? 1848 //should be getting the normal of the ground at the rez point and using that?
1820 pos.Z += scale.Z / 2f; 1849 pos.Z += scale.Z / 2f;
1821 return pos; 1850// return pos;
1822 } 1851 }
1852
1853 // check against posible water intercept
1854 if (wpos.Z > pos.Z) pos = wpos;
1855 return pos;
1823 } 1856 }
1824 1857
1825 1858
@@ -1899,7 +1932,10 @@ namespace OpenSim.Region.Framework.Scenes
1899 public bool AddRestoredSceneObject( 1932 public bool AddRestoredSceneObject(
1900 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1933 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1901 { 1934 {
1902 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1935 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1936 if (result)
1937 sceneObject.IsDeleted = false;
1938 return result;
1903 } 1939 }
1904 1940
1905 /// <summary> 1941 /// <summary>
@@ -1976,6 +2012,15 @@ namespace OpenSim.Region.Framework.Scenes
1976 /// </summary> 2012 /// </summary>
1977 public void DeleteAllSceneObjects() 2013 public void DeleteAllSceneObjects()
1978 { 2014 {
2015 DeleteAllSceneObjects(false);
2016 }
2017
2018 /// <summary>
2019 /// Delete every object from the scene. This does not include attachments worn by avatars.
2020 /// </summary>
2021 public void DeleteAllSceneObjects(bool exceptNoCopy)
2022 {
2023 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1979 lock (Entities) 2024 lock (Entities)
1980 { 2025 {
1981 EntityBase[] entities = Entities.GetEntities(); 2026 EntityBase[] entities = Entities.GetEntities();
@@ -1984,11 +2029,24 @@ namespace OpenSim.Region.Framework.Scenes
1984 if (e is SceneObjectGroup) 2029 if (e is SceneObjectGroup)
1985 { 2030 {
1986 SceneObjectGroup sog = (SceneObjectGroup)e; 2031 SceneObjectGroup sog = (SceneObjectGroup)e;
1987 if (!sog.IsAttachment) 2032 if (sog != null && !sog.IsAttachment)
1988 DeleteSceneObject((SceneObjectGroup)e, false); 2033 {
2034 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2035 {
2036 DeleteSceneObject((SceneObjectGroup)e, false);
2037 }
2038 else
2039 {
2040 toReturn.Add((SceneObjectGroup)e);
2041 }
2042 }
1989 } 2043 }
1990 } 2044 }
1991 } 2045 }
2046 if (toReturn.Count > 0)
2047 {
2048 returnObjects(toReturn.ToArray(), UUID.Zero);
2049 }
1992 } 2050 }
1993 2051
1994 /// <summary> 2052 /// <summary>
@@ -2037,6 +2095,8 @@ namespace OpenSim.Region.Framework.Scenes
2037 } 2095 }
2038 2096
2039 group.DeleteGroupFromScene(silent); 2097 group.DeleteGroupFromScene(silent);
2098 if (!silent)
2099 SendKillObject(new List<uint>() { group.LocalId });
2040 2100
2041// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2101// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2042 } 2102 }
@@ -2364,6 +2424,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2424 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2365 public bool AddSceneObject(SceneObjectGroup sceneObject) 2425 public bool AddSceneObject(SceneObjectGroup sceneObject)
2366 { 2426 {
2427 if (sceneObject.OwnerID == UUID.Zero)
2428 {
2429 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2430 return false;
2431 }
2432
2367 // If the user is banned, we won't let any of their objects 2433 // If the user is banned, we won't let any of their objects
2368 // enter. Period. 2434 // enter. Period.
2369 // 2435 //
@@ -2411,15 +2477,28 @@ namespace OpenSim.Region.Framework.Scenes
2411 2477
2412 if (AttachmentsModule != null) 2478 if (AttachmentsModule != null)
2413 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2479 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2480
2481 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2414 } 2482 }
2415 else 2483 else
2416 { 2484 {
2485 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2417 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2486 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2418 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2487 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2419 } 2488 }
2489 if (sceneObject.OwnerID == UUID.Zero)
2490 {
2491 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2492 return false;
2493 }
2420 } 2494 }
2421 else 2495 else
2422 { 2496 {
2497 if (sceneObject.OwnerID == UUID.Zero)
2498 {
2499 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2500 return false;
2501 }
2423 AddRestoredSceneObject(sceneObject, true, false); 2502 AddRestoredSceneObject(sceneObject, true, false);
2424 2503
2425 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2504 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2531,12 +2610,19 @@ namespace OpenSim.Region.Framework.Scenes
2531 } 2610 }
2532 } 2611 }
2533 2612
2534 if (GetScenePresence(client.AgentId) != null) 2613 if (TryGetScenePresence(client.AgentId, out presence))
2535 { 2614 {
2536 m_LastLogin = Util.EnvironmentTickCount(); 2615 m_LastLogin = Util.EnvironmentTickCount();
2537 EventManager.TriggerOnNewClient(client); 2616 EventManager.TriggerOnNewClient(client);
2538 if (vialogin) 2617 if (vialogin)
2618 {
2539 EventManager.TriggerOnClientLogin(client); 2619 EventManager.TriggerOnClientLogin(client);
2620
2621 // Send initial parcel data
2622 Vector3 pos = presence.AbsolutePosition;
2623 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2624 land.SendLandUpdateToClient(presence.ControllingClient);
2625 }
2540 } 2626 }
2541 } 2627 }
2542 2628
@@ -2691,6 +2777,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 client.OnFetchInventory += HandleFetchInventory; 2777 client.OnFetchInventory += HandleFetchInventory;
2692 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2778 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2693 client.OnCopyInventoryItem += CopyInventoryItem; 2779 client.OnCopyInventoryItem += CopyInventoryItem;
2780 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2694 client.OnMoveInventoryItem += MoveInventoryItem; 2781 client.OnMoveInventoryItem += MoveInventoryItem;
2695 client.OnRemoveInventoryItem += RemoveInventoryItem; 2782 client.OnRemoveInventoryItem += RemoveInventoryItem;
2696 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2783 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2869,15 +2956,16 @@ namespace OpenSim.Region.Framework.Scenes
2869 /// </summary> 2956 /// </summary>
2870 /// <param name="agentId">The avatar's Unique ID</param> 2957 /// <param name="agentId">The avatar's Unique ID</param>
2871 /// <param name="client">The IClientAPI for the client</param> 2958 /// <param name="client">The IClientAPI for the client</param>
2872 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 2959 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2873 { 2960 {
2874 if (m_teleportModule != null) 2961 if (m_teleportModule != null)
2875 m_teleportModule.TeleportHome(agentId, client); 2962 return m_teleportModule.TeleportHome(agentId, client);
2876 else 2963 else
2877 { 2964 {
2878 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 2965 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2879 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 2966 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2880 } 2967 }
2968 return false;
2881 } 2969 }
2882 2970
2883 /// <summary> 2971 /// <summary>
@@ -2976,6 +3064,16 @@ namespace OpenSim.Region.Framework.Scenes
2976 /// <param name="flags"></param> 3064 /// <param name="flags"></param>
2977 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3065 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2978 { 3066 {
3067 //Add half the avatar's height so that the user doesn't fall through prims
3068 ScenePresence presence;
3069 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3070 {
3071 if (presence.Appearance != null)
3072 {
3073 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3074 }
3075 }
3076
2979 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3077 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2980 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3078 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2981 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3079 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3069,7 +3167,9 @@ namespace OpenSim.Region.Framework.Scenes
3069 regions.Remove(RegionInfo.RegionHandle); 3167 regions.Remove(RegionInfo.RegionHandle);
3070 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3168 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3071 } 3169 }
3170 m_log.Debug("[Scene] Beginning ClientClosed");
3072 m_eventManager.TriggerClientClosed(agentID, this); 3171 m_eventManager.TriggerClientClosed(agentID, this);
3172 m_log.Debug("[Scene] Finished ClientClosed");
3073 } 3173 }
3074 catch (NullReferenceException) 3174 catch (NullReferenceException)
3075 { 3175 {
@@ -3077,7 +3177,12 @@ namespace OpenSim.Region.Framework.Scenes
3077 // Avatar is already disposed :/ 3177 // Avatar is already disposed :/
3078 } 3178 }
3079 3179
3180 m_log.Debug("[Scene] Beginning OnRemovePresence");
3080 m_eventManager.TriggerOnRemovePresence(agentID); 3181 m_eventManager.TriggerOnRemovePresence(agentID);
3182 m_log.Debug("[Scene] Finished OnRemovePresence");
3183
3184 if (avatar != null && (!avatar.IsChildAgent))
3185 avatar.SaveChangedAttachments();
3081 3186
3082 if (avatar != null && (!avatar.IsChildAgent)) 3187 if (avatar != null && (!avatar.IsChildAgent))
3083 avatar.SaveChangedAttachments(); 3188 avatar.SaveChangedAttachments();
@@ -3086,7 +3191,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 delegate(IClientAPI client) 3191 delegate(IClientAPI client)
3087 { 3192 {
3088 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3193 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3089 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3194 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3090 catch (NullReferenceException) { } 3195 catch (NullReferenceException) { }
3091 }); 3196 });
3092 3197
@@ -3097,8 +3202,11 @@ namespace OpenSim.Region.Framework.Scenes
3097 } 3202 }
3098 3203
3099 // Remove the avatar from the scene 3204 // Remove the avatar from the scene
3205 m_log.Debug("[Scene] Begin RemoveScenePresence");
3100 m_sceneGraph.RemoveScenePresence(agentID); 3206 m_sceneGraph.RemoveScenePresence(agentID);
3207 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3101 m_clientManager.Remove(agentID); 3208 m_clientManager.Remove(agentID);
3209 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3102 3210
3103 try 3211 try
3104 { 3212 {
@@ -3112,9 +3220,10 @@ namespace OpenSim.Region.Framework.Scenes
3112 { 3220 {
3113 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3221 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3114 } 3222 }
3115 3223 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3116 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3224 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3117 CleanDroppedAttachments(); 3225 CleanDroppedAttachments();
3226 m_log.Debug("[Scene] The avatar has left the building");
3118 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3227 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3119 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3228 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3120 } 3229 }
@@ -3145,18 +3254,24 @@ namespace OpenSim.Region.Framework.Scenes
3145 3254
3146 #region Entities 3255 #region Entities
3147 3256
3148 public void SendKillObject(uint localID) 3257 public void SendKillObject(List<uint> localIDs)
3149 { 3258 {
3150 SceneObjectPart part = GetSceneObjectPart(localID); 3259 List<uint> deleteIDs = new List<uint>();
3151 if (part != null) // It is a prim 3260
3261 foreach (uint localID in localIDs)
3152 { 3262 {
3153 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3263 SceneObjectPart part = GetSceneObjectPart(localID);
3264 if (part != null) // It is a prim
3154 { 3265 {
3155 if (part.ParentGroup.RootPart != part) // Child part 3266 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3156 return; 3267 {
3268 if (part.ParentGroup.RootPart != part) // Child part
3269 continue;
3270 }
3157 } 3271 }
3272 deleteIDs.Add(localID);
3158 } 3273 }
3159 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3274 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3160 } 3275 }
3161 3276
3162 #endregion 3277 #endregion
@@ -3174,7 +3289,6 @@ namespace OpenSim.Region.Framework.Scenes
3174 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3289 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3175 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3290 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3176 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3291 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3177 m_sceneGridService.KiPrimitive += SendKillObject;
3178 m_sceneGridService.OnGetLandData += GetLandData; 3292 m_sceneGridService.OnGetLandData += GetLandData;
3179 } 3293 }
3180 3294
@@ -3183,7 +3297,6 @@ namespace OpenSim.Region.Framework.Scenes
3183 /// </summary> 3297 /// </summary>
3184 public void UnRegisterRegionWithComms() 3298 public void UnRegisterRegionWithComms()
3185 { 3299 {
3186 m_sceneGridService.KiPrimitive -= SendKillObject;
3187 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3300 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3188 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3301 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3189 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3302 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3270,6 +3383,7 @@ namespace OpenSim.Region.Framework.Scenes
3270 { 3383 {
3271 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3384 if (land != null && !TestLandRestrictions(agent, land, out reason))
3272 { 3385 {
3386 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3273 return false; 3387 return false;
3274 } 3388 }
3275 } 3389 }
@@ -3387,6 +3501,8 @@ namespace OpenSim.Region.Framework.Scenes
3387 } 3501 }
3388 } 3502 }
3389 // Honor parcel landing type and position. 3503 // Honor parcel landing type and position.
3504 /*
3505 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3390 if (land != null) 3506 if (land != null)
3391 { 3507 {
3392 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3508 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3394,6 +3510,7 @@ namespace OpenSim.Region.Framework.Scenes
3394 agent.startpos = land.LandData.UserLocation; 3510 agent.startpos = land.LandData.UserLocation;
3395 } 3511 }
3396 } 3512 }
3513 */// This is now handled properly in ScenePresence.MakeRootAgent
3397 } 3514 }
3398 3515
3399 return true; 3516 return true;
@@ -3489,7 +3606,7 @@ namespace OpenSim.Region.Framework.Scenes
3489 3606
3490 if (m_regInfo.EstateSettings != null) 3607 if (m_regInfo.EstateSettings != null)
3491 { 3608 {
3492 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3609 if ((!m_seeIntoBannedRegion) && m_regInfo.EstateSettings.IsBanned(agent.AgentID))
3493 { 3610 {
3494 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3611 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3495 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3612 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3679,6 +3796,12 @@ namespace OpenSim.Region.Framework.Scenes
3679 3796
3680 // We have to wait until the viewer contacts this region after receiving EAC. 3797 // We have to wait until the viewer contacts this region after receiving EAC.
3681 // That calls AddNewClient, which finally creates the ScenePresence 3798 // That calls AddNewClient, which finally creates the ScenePresence
3799 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID))
3800 {
3801 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3802 return false;
3803 }
3804
3682 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3805 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3683 if (nearestParcel == null) 3806 if (nearestParcel == null)
3684 { 3807 {
@@ -3686,6 +3809,14 @@ namespace OpenSim.Region.Framework.Scenes
3686 return false; 3809 return false;
3687 } 3810 }
3688 3811
3812 int num = m_sceneGraph.GetNumberOfScenePresences();
3813
3814 if (num >= RegionInfo.RegionSettings.AgentLimit)
3815 {
3816 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3817 return false;
3818 }
3819
3689 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3820 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3690 if (childAgentUpdate != null) 3821 if (childAgentUpdate != null)
3691 { 3822 {
@@ -3751,12 +3882,22 @@ namespace OpenSim.Region.Framework.Scenes
3751 return false; 3882 return false;
3752 } 3883 }
3753 3884
3885 public bool IncomingCloseAgent(UUID agentID)
3886 {
3887 return IncomingCloseAgent(agentID, false);
3888 }
3889
3890 public bool IncomingCloseChildAgent(UUID agentID)
3891 {
3892 return IncomingCloseAgent(agentID, true);
3893 }
3894
3754 /// <summary> 3895 /// <summary>
3755 /// Tell a single agent to disconnect from the region. 3896 /// Tell a single agent to disconnect from the region.
3756 /// </summary> 3897 /// </summary>
3757 /// <param name="regionHandle"></param>
3758 /// <param name="agentID"></param> 3898 /// <param name="agentID"></param>
3759 public bool IncomingCloseAgent(UUID agentID) 3899 /// <param name="childOnly"></param>
3900 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3760 { 3901 {
3761 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3902 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3762 3903
@@ -3768,7 +3909,7 @@ namespace OpenSim.Region.Framework.Scenes
3768 { 3909 {
3769 m_sceneGraph.removeUserCount(false); 3910 m_sceneGraph.removeUserCount(false);
3770 } 3911 }
3771 else 3912 else if (!childOnly)
3772 { 3913 {
3773 m_sceneGraph.removeUserCount(true); 3914 m_sceneGraph.removeUserCount(true);
3774 } 3915 }
@@ -3784,9 +3925,12 @@ namespace OpenSim.Region.Framework.Scenes
3784 } 3925 }
3785 else 3926 else
3786 presence.ControllingClient.SendShutdownConnectionNotice(); 3927 presence.ControllingClient.SendShutdownConnectionNotice();
3928 presence.ControllingClient.Close(false);
3929 }
3930 else if (!childOnly)
3931 {
3932 presence.ControllingClient.Close(true);
3787 } 3933 }
3788
3789 presence.ControllingClient.Close();
3790 return true; 3934 return true;
3791 } 3935 }
3792 3936
@@ -4408,7 +4552,7 @@ namespace OpenSim.Region.Framework.Scenes
4408 // 4552 //
4409 int health=1; // Start at 1, means we're up 4553 int health=1; // Start at 1, means we're up
4410 4554
4411 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4555 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4412 health+=1; 4556 health+=1;
4413 else 4557 else
4414 return health; 4558 return health;
@@ -4871,8 +5015,17 @@ namespace OpenSim.Region.Framework.Scenes
4871 { 5015 {
4872 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5016 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
4873 5017
5018 Vector3 vec = g.AbsolutePosition;
5019
4874 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5020 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
4875 5021
5022 ominX += vec.X;
5023 omaxX += vec.X;
5024 ominY += vec.Y;
5025 omaxY += vec.Y;
5026 ominZ += vec.Z;
5027 omaxZ += vec.Z;
5028
4876 if (minX > ominX) 5029 if (minX > ominX)
4877 minX = ominX; 5030 minX = ominX;
4878 if (minY > ominY) 5031 if (minY > ominY)
@@ -4942,10 +5095,15 @@ namespace OpenSim.Region.Framework.Scenes
4942 }); 5095 });
4943 } 5096 }
4944 5097
4945 foreach (SceneObjectGroup grp in objectsToDelete) 5098 if (objectsToDelete.Count > 0)
4946 { 5099 {
4947 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5100 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
4948 DeleteSceneObject(grp, true); 5101 foreach (SceneObjectGroup grp in objectsToDelete)
5102 {
5103 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5104 DeleteSceneObject(grp, true);
5105 }
5106 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
4949 } 5107 }
4950 } 5108 }
4951 } 5109 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..632646d 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;
@@ -267,14 +263,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 263 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 264 {
269 265
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 266 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 267 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 268
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 269 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 270 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 271 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 272 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 273 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 274 }
279 275
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 276 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 289 d);
294 } 290 }
295 } 291 }
296 292
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 293 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 294 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 295 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 032c859..b2d9358 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
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 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 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Parts)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (attachToBackup && (!alreadyPersisted)) 284 if (attachToBackup && (!alreadyPersisted))
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -458,6 +480,30 @@ namespace OpenSim.Region.Framework.Scenes
458 m_updateList[obj.UUID] = obj; 480 m_updateList[obj.UUID] = obj;
459 } 481 }
460 482
483 public void FireAttachToBackup(SceneObjectGroup obj)
484 {
485 if (OnAttachToBackup != null)
486 {
487 OnAttachToBackup(obj);
488 }
489 }
490
491 public void FireDetachFromBackup(SceneObjectGroup obj)
492 {
493 if (OnDetachFromBackup != null)
494 {
495 OnDetachFromBackup(obj);
496 }
497 }
498
499 public void FireChangeBackup(SceneObjectGroup obj)
500 {
501 if (OnChangeBackup != null)
502 {
503 OnChangeBackup(obj);
504 }
505 }
506
461 /// <summary> 507 /// <summary>
462 /// Process all pending updates 508 /// Process all pending updates
463 /// </summary> 509 /// </summary>
@@ -592,7 +638,8 @@ namespace OpenSim.Region.Framework.Scenes
592 638
593 Entities[presence.UUID] = presence; 639 Entities[presence.UUID] = presence;
594 640
595 lock (m_presenceLock) 641 m_scenePresencesLock.EnterWriteLock();
642 try
596 { 643 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 644 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 645 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +663,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 663 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 664 m_scenePresenceArray = newlist;
618 } 665 }
666 finally
667 {
668 m_scenePresencesLock.ExitWriteLock();
669 }
619 } 670 }
620 671
621 /// <summary> 672 /// <summary>
@@ -630,7 +681,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 681 agentID);
631 } 682 }
632 683
633 lock (m_presenceLock) 684 m_scenePresencesLock.EnterWriteLock();
685 try
634 { 686 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 687 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 688 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +704,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 704 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 705 }
654 } 706 }
707 finally
708 {
709 m_scenePresencesLock.ExitWriteLock();
710 }
655 } 711 }
656 712
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 713 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -775,6 +831,11 @@ namespace OpenSim.Region.Framework.Scenes
775 return m_scenePresenceArray; 831 return m_scenePresenceArray;
776 } 832 }
777 833
834 public int GetNumberOfScenePresences()
835 {
836 return m_scenePresenceArray.Count;
837 }
838
778 /// <summary> 839 /// <summary>
779 /// Request a scene presence by UUID. Fast, indexed lookup. 840 /// Request a scene presence by UUID. Fast, indexed lookup.
780 /// </summary> 841 /// </summary>
@@ -1068,9 +1129,11 @@ namespace OpenSim.Region.Framework.Scenes
1068 /// <param name="action"></param> 1129 /// <param name="action"></param>
1069 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1130 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1070 { 1131 {
1071 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1132 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1072 foreach (SceneObjectGroup obj in objlist) 1133 foreach (EntityBase ent in objlist)
1073 { 1134 {
1135 SceneObjectGroup obj = (SceneObjectGroup)ent;
1136
1074 try 1137 try
1075 { 1138 {
1076 action(obj); 1139 action(obj);
@@ -1531,10 +1594,13 @@ namespace OpenSim.Region.Framework.Scenes
1531 /// <param name="childPrims"></param> 1594 /// <param name="childPrims"></param>
1532 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1595 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1533 { 1596 {
1597 SceneObjectGroup parentGroup = root.ParentGroup;
1598 if (parentGroup == null) return;
1534 Monitor.Enter(m_updateLock); 1599 Monitor.Enter(m_updateLock);
1600
1535 try 1601 try
1536 { 1602 {
1537 SceneObjectGroup parentGroup = root.ParentGroup; 1603 parentGroup.areUpdatesSuspended = true;
1538 1604
1539 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1605 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1540 if (parentGroup != null) 1606 if (parentGroup != null)
@@ -1546,11 +1612,6 @@ namespace OpenSim.Region.Framework.Scenes
1546 1612
1547 if (child != null) 1613 if (child != null)
1548 { 1614 {
1549 // Make sure no child prim is set for sale
1550 // So that, on delink, no prims are unwittingly
1551 // left for sale and sold off
1552 child.RootPart.ObjectSaleType = 0;
1553 child.RootPart.SalePrice = 10;
1554 childGroups.Add(child); 1615 childGroups.Add(child);
1555 } 1616 }
1556 } 1617 }
@@ -1573,12 +1634,12 @@ namespace OpenSim.Region.Framework.Scenes
1573 // occur on link to invoke this elsewhere (such as object selection) 1634 // occur on link to invoke this elsewhere (such as object selection)
1574 parentGroup.RootPart.CreateSelected = true; 1635 parentGroup.RootPart.CreateSelected = true;
1575 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1636 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1576 parentGroup.HasGroupChanged = true;
1577 parentGroup.ScheduleGroupForFullUpdate();
1578
1579 } 1637 }
1580 finally 1638 finally
1581 { 1639 {
1640 parentGroup.areUpdatesSuspended = false;
1641 parentGroup.HasGroupChanged = true;
1642 parentGroup.ScheduleGroupForFullUpdate();
1582 Monitor.Exit(m_updateLock); 1643 Monitor.Exit(m_updateLock);
1583 } 1644 }
1584 } 1645 }
@@ -1610,21 +1671,24 @@ namespace OpenSim.Region.Framework.Scenes
1610 1671
1611 SceneObjectGroup group = part.ParentGroup; 1672 SceneObjectGroup group = part.ParentGroup;
1612 if (!affectedGroups.Contains(group)) 1673 if (!affectedGroups.Contains(group))
1674 {
1675 group.areUpdatesSuspended = true;
1613 affectedGroups.Add(group); 1676 affectedGroups.Add(group);
1677 }
1614 } 1678 }
1615 } 1679 }
1616 } 1680 }
1617 1681
1618 foreach (SceneObjectPart child in childParts) 1682 if (childParts.Count > 0)
1619 { 1683 {
1620 // Unlink all child parts from their groups 1684 foreach (SceneObjectPart child in childParts)
1621 // 1685 {
1622 child.ParentGroup.DelinkFromGroup(child, true); 1686 // Unlink all child parts from their groups
1623 1687 //
1624 // These are not in affected groups and will not be 1688 child.ParentGroup.DelinkFromGroup(child, true);
1625 // handled further. Do the honors here. 1689 child.ParentGroup.HasGroupChanged = true;
1626 child.ParentGroup.HasGroupChanged = true; 1690 child.ParentGroup.ScheduleGroupForFullUpdate();
1627 child.ParentGroup.ScheduleGroupForFullUpdate(); 1691 }
1628 } 1692 }
1629 1693
1630 foreach (SceneObjectPart root in rootParts) 1694 foreach (SceneObjectPart root in rootParts)
@@ -1634,56 +1698,68 @@ namespace OpenSim.Region.Framework.Scenes
1634 // However, editing linked parts and unlinking may be different 1698 // However, editing linked parts and unlinking may be different
1635 // 1699 //
1636 SceneObjectGroup group = root.ParentGroup; 1700 SceneObjectGroup group = root.ParentGroup;
1701 group.areUpdatesSuspended = true;
1637 1702
1638 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1703 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1639 int numChildren = newSet.Count; 1704 int numChildren = newSet.Count;
1640 1705
1706 if (numChildren == 1)
1707 break;
1708
1641 // If there are prims left in a link set, but the root is 1709 // If there are prims left in a link set, but the root is
1642 // slated for unlink, we need to do this 1710 // slated for unlink, we need to do this
1711 // Unlink the remaining set
1643 // 1712 //
1644 if (numChildren != 1) 1713 bool sendEventsToRemainder = true;
1645 { 1714 if (numChildren > 1)
1646 // Unlink the remaining set 1715 sendEventsToRemainder = false;
1647 //
1648 bool sendEventsToRemainder = true;
1649 if (numChildren > 1)
1650 sendEventsToRemainder = false;
1651 1716
1652 foreach (SceneObjectPart p in newSet) 1717 foreach (SceneObjectPart p in newSet)
1718 {
1719 if (p != group.RootPart)
1653 { 1720 {
1654 if (p != group.RootPart) 1721 group.DelinkFromGroup(p, sendEventsToRemainder);
1655 group.DelinkFromGroup(p, sendEventsToRemainder); 1722 if (numChildren > 2)
1723 {
1724 p.ParentGroup.areUpdatesSuspended = true;
1725 }
1726 else
1727 {
1728 p.ParentGroup.HasGroupChanged = true;
1729 p.ParentGroup.ScheduleGroupForFullUpdate();
1730 }
1656 } 1731 }
1732 }
1733
1734 // If there is more than one prim remaining, we
1735 // need to re-link
1736 //
1737 if (numChildren > 2)
1738 {
1739 // Remove old root
1740 //
1741 if (newSet.Contains(root))
1742 newSet.Remove(root);
1657 1743
1658 // If there is more than one prim remaining, we 1744 // Preserve link ordering
1659 // need to re-link
1660 // 1745 //
1661 if (numChildren > 2) 1746 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1662 { 1747 {
1663 // Remove old root 1748 return a.LinkNum.CompareTo(b.LinkNum);
1664 // 1749 });
1665 if (newSet.Contains(root))
1666 newSet.Remove(root);
1667
1668 // Preserve link ordering
1669 //
1670 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1671 {
1672 return a.LinkNum.CompareTo(b.LinkNum);
1673 });
1674 1750
1675 // Determine new root 1751 // Determine new root
1676 // 1752 //
1677 SceneObjectPart newRoot = newSet[0]; 1753 SceneObjectPart newRoot = newSet[0];
1678 newSet.RemoveAt(0); 1754 newSet.RemoveAt(0);
1679 1755
1680 foreach (SceneObjectPart newChild in newSet) 1756 foreach (SceneObjectPart newChild in newSet)
1681 newChild.UpdateFlag = 0; 1757 newChild.UpdateFlag = 0;
1682 1758
1683 LinkObjects(newRoot, newSet); 1759 newRoot.ParentGroup.areUpdatesSuspended = true;
1684 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1760 LinkObjects(newRoot, newSet);
1685 affectedGroups.Add(newRoot.ParentGroup); 1761 if (!affectedGroups.Contains(newRoot.ParentGroup))
1686 } 1762 affectedGroups.Add(newRoot.ParentGroup);
1687 } 1763 }
1688 } 1764 }
1689 1765
@@ -1691,8 +1767,14 @@ namespace OpenSim.Region.Framework.Scenes
1691 // 1767 //
1692 foreach (SceneObjectGroup g in affectedGroups) 1768 foreach (SceneObjectGroup g in affectedGroups)
1693 { 1769 {
1770 // Child prims that have been unlinked and deleted will
1771 // return unless the root is deleted. This will remove them
1772 // from the database. They will be rewritten immediately,
1773 // minus the rows for the unlinked child prims.
1774 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1694 g.TriggerScriptChangedEvent(Changed.LINK); 1775 g.TriggerScriptChangedEvent(Changed.LINK);
1695 g.HasGroupChanged = true; // Persist 1776 g.HasGroupChanged = true; // Persist
1777 g.areUpdatesSuspended = false;
1696 g.ScheduleGroupForFullUpdate(); 1778 g.ScheduleGroupForFullUpdate();
1697 } 1779 }
1698 } 1780 }
@@ -1807,9 +1889,6 @@ namespace OpenSim.Region.Framework.Scenes
1807 child.ApplyNextOwnerPermissions(); 1889 child.ApplyNextOwnerPermissions();
1808 } 1890 }
1809 } 1891 }
1810
1811 copy.RootPart.ObjectSaleType = 0;
1812 copy.RootPart.SalePrice = 10;
1813 } 1892 }
1814 1893
1815 Entities.Add(copy); 1894 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a86223c..6cc7231 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();
@@ -419,6 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
419 415
420 public void ResumeScripts() 416 public void ResumeScripts()
421 { 417 {
418 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
419 return;
420
422 SceneObjectPart[] parts = m_parts.GetArray(); 421 SceneObjectPart[] parts = m_parts.GetArray();
423 for (int i = 0; i < parts.Length; i++) 422 for (int i = 0; i < parts.Length; i++)
424 parts[i].Inventory.ResumeScripts(); 423 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4ec530e..bcb715b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.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 }
@@ -132,8 +184,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 184 return false;
133 if (m_scene.ShuttingDown) 185 if (m_scene.ShuttingDown)
134 return true; 186 return true;
187
188 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
189 {
190 m_maxPersistTime = m_scene.m_persistAfter;
191 m_minPersistTime = m_scene.m_dontPersistBefore;
192 }
193
135 long currentTime = DateTime.Now.Ticks; 194 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 195
196 if (timeLastChanged == 0) timeLastChanged = currentTime;
197 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
198
199 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 200 return true;
138 return false; 201 return false;
139 } 202 }
@@ -176,10 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
176 239
177 private bool m_scriptListens_atTarget; 240 private bool m_scriptListens_atTarget;
178 private bool m_scriptListens_notAtTarget; 241 private bool m_scriptListens_notAtTarget;
179
180 private bool m_scriptListens_atRotTarget; 242 private bool m_scriptListens_atRotTarget;
181 private bool m_scriptListens_notAtRotTarget; 243 private bool m_scriptListens_notAtRotTarget;
182 244
245 public bool m_dupeInProgress = false;
183 internal Dictionary<UUID, string> m_savedScriptState; 246 internal Dictionary<UUID, string> m_savedScriptState;
184 247
185 #region Properties 248 #region Properties
@@ -219,7 +282,13 @@ namespace OpenSim.Region.Framework.Scenes
219 public virtual Quaternion Rotation 282 public virtual Quaternion Rotation
220 { 283 {
221 get { return m_rotation; } 284 get { return m_rotation; }
222 set { m_rotation = value; } 285 set {
286 foreach(SceneObjectPart p in m_parts.GetArray())
287 {
288 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
289 }
290 m_rotation = value;
291 }
223 } 292 }
224 293
225 public Quaternion GroupRotation 294 public Quaternion GroupRotation
@@ -293,7 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
293 { 362 {
294 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 363 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
295 } 364 }
296 365
366 foreach (SceneObjectPart part in m_parts.GetArray())
367 {
368 part.IgnoreUndoUpdate = true;
369 }
297 if (RootPart.GetStatusSandbox()) 370 if (RootPart.GetStatusSandbox())
298 { 371 {
299 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 372 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -304,10 +377,31 @@ namespace OpenSim.Region.Framework.Scenes
304 return; 377 return;
305 } 378 }
306 } 379 }
307
308 SceneObjectPart[] parts = m_parts.GetArray(); 380 SceneObjectPart[] parts = m_parts.GetArray();
309 for (int i = 0; i < parts.Length; i++) 381 foreach (SceneObjectPart part in parts)
310 parts[i].GroupPosition = val; 382 {
383 part.IgnoreUndoUpdate = false;
384 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
385 part.GroupPosition = val;
386 if (!m_dupeInProgress)
387 {
388 part.TriggerScriptChangedEvent(Changed.POSITION);
389 }
390 }
391 if (!m_dupeInProgress)
392 {
393 foreach (ScenePresence av in m_linkedAvatars)
394 {
395 SceneObjectPart p;
396 if (m_parts.TryGetValue(av.LinkedPrim, out p))
397 {
398 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
399 av.AbsolutePosition += offset;
400 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
401 av.SendAvatarDataToAllAgents();
402 }
403 }
404 }
311 405
312 //if (m_rootPart.PhysActor != null) 406 //if (m_rootPart.PhysActor != null)
313 //{ 407 //{
@@ -458,6 +552,7 @@ namespace OpenSim.Region.Framework.Scenes
458 /// </summary> 552 /// </summary>
459 public SceneObjectGroup() 553 public SceneObjectGroup()
460 { 554 {
555
461 } 556 }
462 557
463 /// <summary> 558 /// <summary>
@@ -474,7 +569,7 @@ namespace OpenSim.Region.Framework.Scenes
474 /// Constructor. This object is added to the scene later via AttachToScene() 569 /// Constructor. This object is added to the scene later via AttachToScene()
475 /// </summary> 570 /// </summary>
476 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 571 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
477 { 572 {
478 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 573 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
479 } 574 }
480 575
@@ -522,6 +617,9 @@ namespace OpenSim.Region.Framework.Scenes
522 /// </summary> 617 /// </summary>
523 public virtual void AttachToBackup() 618 public virtual void AttachToBackup()
524 { 619 {
620 if (IsAttachment) return;
621 m_scene.SceneGraph.FireAttachToBackup(this);
622
525 if (InSceneBackup) 623 if (InSceneBackup)
526 { 624 {
527 //m_log.DebugFormat( 625 //m_log.DebugFormat(
@@ -637,9 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
637 result.normal = inter.normal; 735 result.normal = inter.normal;
638 result.distance = inter.distance; 736 result.distance = inter.distance;
639 } 737 }
738
640 } 739 }
641 } 740 }
642
643 return result; 741 return result;
644 } 742 }
645 743
@@ -659,17 +757,19 @@ namespace OpenSim.Region.Framework.Scenes
659 minZ = 8192f; 757 minZ = 8192f;
660 758
661 SceneObjectPart[] parts = m_parts.GetArray(); 759 SceneObjectPart[] parts = m_parts.GetArray();
662 for (int i = 0; i < parts.Length; i++) 760 foreach (SceneObjectPart part in parts)
663 { 761 {
664 SceneObjectPart part = parts[i];
665
666 Vector3 worldPos = part.GetWorldPosition(); 762 Vector3 worldPos = part.GetWorldPosition();
667 Vector3 offset = worldPos - AbsolutePosition; 763 Vector3 offset = worldPos - AbsolutePosition;
668 Quaternion worldRot; 764 Quaternion worldRot;
669 if (part.ParentID == 0) 765 if (part.ParentID == 0)
766 {
670 worldRot = part.RotationOffset; 767 worldRot = part.RotationOffset;
768 }
671 else 769 else
770 {
672 worldRot = part.GetWorldRotation(); 771 worldRot = part.GetWorldRotation();
772 }
673 773
674 Vector3 frontTopLeft; 774 Vector3 frontTopLeft;
675 Vector3 frontTopRight; 775 Vector3 frontTopRight;
@@ -681,6 +781,8 @@ namespace OpenSim.Region.Framework.Scenes
681 Vector3 backBottomLeft; 781 Vector3 backBottomLeft;
682 Vector3 backBottomRight; 782 Vector3 backBottomRight;
683 783
784 // Vector3[] corners = new Vector3[8];
785
684 Vector3 orig = Vector3.Zero; 786 Vector3 orig = Vector3.Zero;
685 787
686 frontTopLeft.X = orig.X - (part.Scale.X / 2); 788 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -715,6 +817,38 @@ namespace OpenSim.Region.Framework.Scenes
715 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 817 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
716 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 818 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
717 819
820
821
822 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
823 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
824 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
825 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
826 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
827 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
828 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
829 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
830
831 //for (int i = 0; i < 8; i++)
832 //{
833 // corners[i] = corners[i] * worldRot;
834 // corners[i] += offset;
835
836 // if (corners[i].X > maxX)
837 // maxX = corners[i].X;
838 // if (corners[i].X < minX)
839 // minX = corners[i].X;
840
841 // if (corners[i].Y > maxY)
842 // maxY = corners[i].Y;
843 // if (corners[i].Y < minY)
844 // minY = corners[i].Y;
845
846 // if (corners[i].Z > maxZ)
847 // maxZ = corners[i].Y;
848 // if (corners[i].Z < minZ)
849 // minZ = corners[i].Z;
850 //}
851
718 frontTopLeft = frontTopLeft * worldRot; 852 frontTopLeft = frontTopLeft * worldRot;
719 frontTopRight = frontTopRight * worldRot; 853 frontTopRight = frontTopRight * worldRot;
720 frontBottomLeft = frontBottomLeft * worldRot; 854 frontBottomLeft = frontBottomLeft * worldRot;
@@ -736,6 +870,15 @@ namespace OpenSim.Region.Framework.Scenes
736 backTopLeft += offset; 870 backTopLeft += offset;
737 backTopRight += offset; 871 backTopRight += offset;
738 872
873 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
874 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
875 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
876 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
877 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
878 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
879 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
880 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
881
739 if (frontTopRight.X > maxX) 882 if (frontTopRight.X > maxX)
740 maxX = frontTopRight.X; 883 maxX = frontTopRight.X;
741 if (frontTopLeft.X > maxX) 884 if (frontTopLeft.X > maxX)
@@ -881,15 +1024,20 @@ namespace OpenSim.Region.Framework.Scenes
881 1024
882 public void SaveScriptedState(XmlTextWriter writer) 1025 public void SaveScriptedState(XmlTextWriter writer)
883 { 1026 {
1027 SaveScriptedState(writer, false);
1028 }
1029
1030 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1031 {
884 XmlDocument doc = new XmlDocument(); 1032 XmlDocument doc = new XmlDocument();
885 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1033 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
886 1034
887 SceneObjectPart[] parts = m_parts.GetArray(); 1035 SceneObjectPart[] parts = m_parts.GetArray();
888 for (int i = 0; i < parts.Length; i++) 1036 for (int i = 0; i < parts.Length; i++)
889 { 1037 {
890 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1038 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
891 foreach (KeyValuePair<UUID, string> kvp in pstates) 1039 foreach (KeyValuePair<UUID, string> kvp in pstates)
892 states.Add(kvp.Key, kvp.Value); 1040 states[kvp.Key] = kvp.Value;
893 } 1041 }
894 1042
895 if (states.Count > 0) 1043 if (states.Count > 0)
@@ -908,6 +1056,118 @@ namespace OpenSim.Region.Framework.Scenes
908 } 1056 }
909 } 1057 }
910 1058
1059 /// <summary>
1060 /// Add the avatar to this linkset (avatar is sat).
1061 /// </summary>
1062 /// <param name="agentID"></param>
1063 public void AddAvatar(UUID agentID)
1064 {
1065 ScenePresence presence;
1066 if (m_scene.TryGetScenePresence(agentID, out presence))
1067 {
1068 if (!m_linkedAvatars.Contains(presence))
1069 {
1070 m_linkedAvatars.Add(presence);
1071 }
1072 }
1073 }
1074
1075 /// <summary>
1076 /// Delete the avatar from this linkset (avatar is unsat).
1077 /// </summary>
1078 /// <param name="agentID"></param>
1079 public void DeleteAvatar(UUID agentID)
1080 {
1081 ScenePresence presence;
1082 if (m_scene.TryGetScenePresence(agentID, out presence))
1083 {
1084 if (m_linkedAvatars.Contains(presence))
1085 {
1086 m_linkedAvatars.Remove(presence);
1087 }
1088 }
1089 }
1090
1091 /// <summary>
1092 /// Returns the list of linked presences (avatars sat on this group)
1093 /// </summary>
1094 /// <param name="agentID"></param>
1095 public List<ScenePresence> GetLinkedAvatars()
1096 {
1097 return m_linkedAvatars;
1098 }
1099
1100 /// <summary>
1101 /// Attach this scene object to the given avatar.
1102 /// </summary>
1103 /// <param name="agentID"></param>
1104 /// <param name="attachmentpoint"></param>
1105 /// <param name="AttachOffset"></param>
1106 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1107 {
1108 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1109 if (avatar != null)
1110 {
1111 // don't attach attachments to child agents
1112 if (avatar.IsChildAgent) return;
1113
1114// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1115
1116 DetachFromBackup();
1117
1118 // Remove from database and parcel prim count
1119 m_scene.DeleteFromStorage(UUID);
1120 m_scene.EventManager.TriggerParcelPrimCountTainted();
1121
1122 m_rootPart.AttachedAvatar = agentID;
1123
1124 //Anakin Lohner bug #3839
1125 lock (m_parts)
1126 {
1127 foreach (SceneObjectPart p in m_parts.GetArray())
1128 {
1129 p.AttachedAvatar = agentID;
1130 }
1131 }
1132
1133 if (m_rootPart.PhysActor != null)
1134 {
1135 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1136 m_rootPart.PhysActor = null;
1137 }
1138
1139 AbsolutePosition = AttachOffset;
1140 m_rootPart.AttachedPos = AttachOffset;
1141 m_rootPart.IsAttachment = true;
1142
1143 m_rootPart.SetParentLocalId(avatar.LocalId);
1144 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1145
1146 avatar.AddAttachment(this);
1147
1148 if (!silent)
1149 {
1150 // Killing it here will cause the client to deselect it
1151 // It then reappears on the avatar, deselected
1152 // through the full update below
1153 //
1154 if (IsSelected)
1155 {
1156 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1157 }
1158
1159 IsSelected = false; // fudge....
1160 ScheduleGroupForFullUpdate();
1161 }
1162 }
1163 else
1164 {
1165 m_log.WarnFormat(
1166 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1167 UUID, agentID, Scene.RegionInfo.RegionName);
1168 }
1169 }
1170
911 public byte GetAttachmentPoint() 1171 public byte GetAttachmentPoint()
912 { 1172 {
913 return m_rootPart.Shape.State; 1173 return m_rootPart.Shape.State;
@@ -1034,7 +1294,10 @@ namespace OpenSim.Region.Framework.Scenes
1034 public void AddPart(SceneObjectPart part) 1294 public void AddPart(SceneObjectPart part)
1035 { 1295 {
1036 part.SetParent(this); 1296 part.SetParent(this);
1037 part.LinkNum = m_parts.Add(part.UUID, part); 1297 m_parts.Add(part.UUID, part);
1298
1299 part.LinkNum = m_parts.Count;
1300
1038 if (part.LinkNum == 2 && RootPart != null) 1301 if (part.LinkNum == 2 && RootPart != null)
1039 RootPart.LinkNum = 1; 1302 RootPart.LinkNum = 1;
1040 } 1303 }
@@ -1118,7 +1381,7 @@ namespace OpenSim.Region.Framework.Scenes
1118 1381
1119 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1382 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1120 { 1383 {
1121 part.StoreUndoState(); 1384 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1122 part.OnGrab(offsetPos, remoteClient); 1385 part.OnGrab(offsetPos, remoteClient);
1123 } 1386 }
1124 1387
@@ -1138,6 +1401,11 @@ namespace OpenSim.Region.Framework.Scenes
1138 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1401 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1139 public void DeleteGroupFromScene(bool silent) 1402 public void DeleteGroupFromScene(bool silent)
1140 { 1403 {
1404 // We need to keep track of this state in case this group is still queued for backup.
1405 m_isDeleted = true;
1406
1407 DetachFromBackup();
1408
1141 SceneObjectPart[] parts = m_parts.GetArray(); 1409 SceneObjectPart[] parts = m_parts.GetArray();
1142 for (int i = 0; i < parts.Length; i++) 1410 for (int i = 0; i < parts.Length; i++)
1143 { 1411 {
@@ -1149,13 +1417,11 @@ namespace OpenSim.Region.Framework.Scenes
1149 avatar.StandUp(); 1417 avatar.StandUp();
1150 1418
1151 if (!silent) 1419 if (!silent)
1152 {
1153 part.UpdateFlag = 0; 1420 part.UpdateFlag = 0;
1154 if (part == m_rootPart)
1155 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1156 }
1157 }); 1421 });
1158 } 1422 }
1423
1424
1159 } 1425 }
1160 1426
1161 public void AddScriptLPS(int count) 1427 public void AddScriptLPS(int count)
@@ -1252,7 +1518,12 @@ namespace OpenSim.Region.Framework.Scenes
1252 1518
1253 public void SetOwnerId(UUID userId) 1519 public void SetOwnerId(UUID userId)
1254 { 1520 {
1255 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1521 ForEachPart(delegate(SceneObjectPart part)
1522 {
1523
1524 part.OwnerID = userId;
1525
1526 });
1256 } 1527 }
1257 1528
1258 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1529 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1284,11 +1555,17 @@ namespace OpenSim.Region.Framework.Scenes
1284 return; 1555 return;
1285 } 1556 }
1286 1557
1558 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1559 return;
1560
1287 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1561 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1288 // any exception propogate upwards. 1562 // any exception propogate upwards.
1289 try 1563 try
1290 { 1564 {
1291 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1565 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1566 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1567 m_scene.LoadingPrims) // Land may not be valid yet
1568
1292 { 1569 {
1293 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1570 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1294 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1571 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1313,6 +1590,7 @@ namespace OpenSim.Region.Framework.Scenes
1313 } 1590 }
1314 } 1591 }
1315 } 1592 }
1593
1316 } 1594 }
1317 1595
1318 if (HasGroupChanged) 1596 if (HasGroupChanged)
@@ -1320,6 +1598,20 @@ namespace OpenSim.Region.Framework.Scenes
1320 // don't backup while it's selected or you're asking for changes mid stream. 1598 // don't backup while it's selected or you're asking for changes mid stream.
1321 if (isTimeToPersist() || forcedBackup) 1599 if (isTimeToPersist() || forcedBackup)
1322 { 1600 {
1601 if (m_rootPart.PhysActor != null &&
1602 (!m_rootPart.PhysActor.IsPhysical))
1603 {
1604 // Possible ghost prim
1605 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1606 {
1607 foreach (SceneObjectPart part in m_parts.GetArray())
1608 {
1609 // Re-set physics actor positions and
1610 // orientations
1611 part.GroupPosition = m_rootPart.GroupPosition;
1612 }
1613 }
1614 }
1323// m_log.DebugFormat( 1615// m_log.DebugFormat(
1324// "[SCENE]: Storing {0}, {1} in {2}", 1616// "[SCENE]: Storing {0}, {1} in {2}",
1325// Name, UUID, m_scene.RegionInfo.RegionName); 1617// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1382,81 +1674,89 @@ namespace OpenSim.Region.Framework.Scenes
1382 /// <returns></returns> 1674 /// <returns></returns>
1383 public SceneObjectGroup Copy(bool userExposed) 1675 public SceneObjectGroup Copy(bool userExposed)
1384 { 1676 {
1385 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1677 SceneObjectGroup dupe;
1386 dupe.m_isBackedUp = false; 1678 try
1387 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1679 {
1388 1680 m_dupeInProgress = true;
1389 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1681 dupe = (SceneObjectGroup)MemberwiseClone();
1390 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1682 dupe.m_isBackedUp = false;
1391 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1683 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1392 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1393 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1394 // then restore it's attachment state
1395
1396 // This is only necessary when userExposed is false!
1397 1684
1398 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1685 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1399 1686 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1400 if (!userExposed) 1687 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1401 dupe.RootPart.IsAttachment = true; 1688 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1689 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1690 // then restore it's attachment state
1402 1691
1403 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1692 // This is only necessary when userExposed is false!
1404 1693
1405 if (!userExposed) 1694 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1406 {
1407 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1408 }
1409 1695
1410 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1696 if (!userExposed)
1411 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1697 dupe.RootPart.IsAttachment = true;
1412 1698
1413 if (userExposed) 1699 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1414 dupe.m_rootPart.TrimPermissions();
1415 1700
1416 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1701 if (!userExposed)
1417
1418 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1419 { 1702 {
1420 return p1.LinkNum.CompareTo(p2.LinkNum); 1703 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1421 } 1704 }
1422 );
1423 1705
1424 foreach (SceneObjectPart part in partList) 1706 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1425 { 1707 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1426 if (part.UUID != m_rootPart.UUID) 1708
1709 if (userExposed)
1710 dupe.m_rootPart.TrimPermissions();
1711
1712 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1713
1714 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1715 {
1716 return p1.LinkNum.CompareTo(p2.LinkNum);
1717 }
1718 );
1719
1720 foreach (SceneObjectPart part in partList)
1427 { 1721 {
1428 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1722 if (part.UUID != m_rootPart.UUID)
1429 newPart.LinkNum = part.LinkNum; 1723 {
1430 } 1724 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1431 1725
1432 // Need to duplicate the physics actor as well 1726 newPart.LinkNum = part.LinkNum;
1433 if (part.PhysActor != null && userExposed) 1727 }
1728
1729 // Need to duplicate the physics actor as well
1730 if (part.PhysActor != null && userExposed)
1731 {
1732 PrimitiveBaseShape pbs = part.Shape;
1733
1734 part.PhysActor
1735 = m_scene.PhysicsScene.AddPrimShape(
1736 string.Format("{0}/{1}", part.Name, part.UUID),
1737 pbs,
1738 part.AbsolutePosition,
1739 part.Scale,
1740 part.RotationOffset,
1741 part.PhysActor.IsPhysical);
1742
1743 part.PhysActor.LocalID = part.LocalId;
1744 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1745 }
1746 }
1747 if (userExposed)
1434 { 1748 {
1435 PrimitiveBaseShape pbs = part.Shape; 1749 dupe.UpdateParentIDs();
1436 1750 dupe.HasGroupChanged = true;
1437 part.PhysActor 1751 dupe.AttachToBackup();
1438 = m_scene.PhysicsScene.AddPrimShape( 1752
1439 string.Format("{0}/{1}", part.Name, part.UUID), 1753 ScheduleGroupForFullUpdate();
1440 pbs,
1441 part.AbsolutePosition,
1442 part.Scale,
1443 part.RotationOffset,
1444 part.PhysActor.IsPhysical);
1445
1446 part.PhysActor.LocalID = part.LocalId;
1447 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1448 } 1754 }
1449 } 1755 }
1450 1756 finally
1451 if (userExposed)
1452 { 1757 {
1453 dupe.UpdateParentIDs(); 1758 m_dupeInProgress = false;
1454 dupe.HasGroupChanged = true;
1455 dupe.AttachToBackup();
1456
1457 ScheduleGroupForFullUpdate();
1458 } 1759 }
1459
1460 return dupe; 1760 return dupe;
1461 } 1761 }
1462 1762
@@ -1647,13 +1947,40 @@ namespace OpenSim.Region.Framework.Scenes
1647 } 1947 }
1648 } 1948 }
1649 1949
1950 public void rotLookAt(Quaternion target, float strength, float damping)
1951 {
1952 SceneObjectPart rootpart = m_rootPart;
1953 if (rootpart != null)
1954 {
1955 if (IsAttachment)
1956 {
1957 /*
1958 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1959 if (avatar != null)
1960 {
1961 Rotate the Av?
1962 } */
1963 }
1964 else
1965 {
1966 if (rootpart.PhysActor != null)
1967 { // APID must be implemented in your physics system for this to function.
1968 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1969 rootpart.PhysActor.APIDStrength = strength;
1970 rootpart.PhysActor.APIDDamping = damping;
1971 rootpart.PhysActor.APIDActive = true;
1972 }
1973 }
1974 }
1975 }
1976
1650 public void stopLookAt() 1977 public void stopLookAt()
1651 { 1978 {
1652 SceneObjectPart rootpart = m_rootPart; 1979 SceneObjectPart rootpart = m_rootPart;
1653 if (rootpart != null) 1980 if (rootpart != null)
1654 { 1981 {
1655 if (rootpart.PhysActor != null) 1982 if (rootpart.PhysActor != null)
1656 { 1983 { // APID must be implemented in your physics system for this to function.
1657 rootpart.PhysActor.APIDActive = false; 1984 rootpart.PhysActor.APIDActive = false;
1658 } 1985 }
1659 } 1986 }
@@ -1719,6 +2046,8 @@ namespace OpenSim.Region.Framework.Scenes
1719 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2046 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1720 { 2047 {
1721 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2048 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2049 newPart.SetParent(this);
2050
1722 AddPart(newPart); 2051 AddPart(newPart);
1723 2052
1724 SetPartAsNonRoot(newPart); 2053 SetPartAsNonRoot(newPart);
@@ -1865,11 +2194,11 @@ namespace OpenSim.Region.Framework.Scenes
1865 /// Immediately send a full update for this scene object. 2194 /// Immediately send a full update for this scene object.
1866 /// </summary> 2195 /// </summary>
1867 public void SendGroupFullUpdate() 2196 public void SendGroupFullUpdate()
1868 { 2197 {
1869 if (IsDeleted) 2198 if (IsDeleted)
1870 return; 2199 return;
1871 2200
1872// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2201// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1873 2202
1874 RootPart.SendFullUpdateToAllClients(); 2203 RootPart.SendFullUpdateToAllClients();
1875 2204
@@ -2058,12 +2387,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 part.LinkNum += objectGroup.PrimCount; 2387 part.LinkNum += objectGroup.PrimCount;
2059 } 2388 }
2060 } 2389 }
2390 }
2061 2391
2062 linkPart.LinkNum = 2; 2392 linkPart.LinkNum = 2;
2063 2393
2064 linkPart.SetParent(this); 2394 linkPart.SetParent(this);
2065 linkPart.CreateSelected = true; 2395 linkPart.CreateSelected = true;
2066 2396
2397 lock (m_parts.SyncRoot)
2398 {
2067 //if (linkPart.PhysActor != null) 2399 //if (linkPart.PhysActor != null)
2068 //{ 2400 //{
2069 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2401 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2220,6 +2552,8 @@ namespace OpenSim.Region.Framework.Scenes
2220 /// <param name="objectGroup"></param> 2552 /// <param name="objectGroup"></param>
2221 public virtual void DetachFromBackup() 2553 public virtual void DetachFromBackup()
2222 { 2554 {
2555 m_scene.SceneGraph.FireDetachFromBackup(this);
2556
2223 if (m_isBackedUp) 2557 if (m_isBackedUp)
2224 m_scene.EventManager.OnBackup -= ProcessBackup; 2558 m_scene.EventManager.OnBackup -= ProcessBackup;
2225 2559
@@ -2524,6 +2858,17 @@ namespace OpenSim.Region.Framework.Scenes
2524 } 2858 }
2525 } 2859 }
2526 2860
2861
2862
2863 /// <summary>
2864 /// Gets the number of parts
2865 /// </summary>
2866 /// <returns></returns>
2867 public int GetPartCount()
2868 {
2869 return Parts.Count();
2870 }
2871
2527 /// <summary> 2872 /// <summary>
2528 /// Update the texture entry for this part 2873 /// Update the texture entry for this part
2529 /// </summary> 2874 /// </summary>
@@ -2585,11 +2930,9 @@ namespace OpenSim.Region.Framework.Scenes
2585 scale.Y = m_scene.m_maxNonphys; 2930 scale.Y = m_scene.m_maxNonphys;
2586 if (scale.Z > m_scene.m_maxNonphys) 2931 if (scale.Z > m_scene.m_maxNonphys)
2587 scale.Z = m_scene.m_maxNonphys; 2932 scale.Z = m_scene.m_maxNonphys;
2588
2589 SceneObjectPart part = GetChildPart(localID); 2933 SceneObjectPart part = GetChildPart(localID);
2590 if (part != null) 2934 if (part != null)
2591 { 2935 {
2592 part.Resize(scale);
2593 if (part.PhysActor != null) 2936 if (part.PhysActor != null)
2594 { 2937 {
2595 if (part.PhysActor.IsPhysical) 2938 if (part.PhysActor.IsPhysical)
@@ -2604,7 +2947,7 @@ namespace OpenSim.Region.Framework.Scenes
2604 part.PhysActor.Size = scale; 2947 part.PhysActor.Size = scale;
2605 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2948 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2606 } 2949 }
2607 //if (part.UUID != m_rootPart.UUID) 2950 part.Resize(scale);
2608 2951
2609 HasGroupChanged = true; 2952 HasGroupChanged = true;
2610 part.TriggerScriptChangedEvent(Changed.SCALE); 2953 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2627,7 +2970,6 @@ namespace OpenSim.Region.Framework.Scenes
2627 SceneObjectPart part = GetChildPart(localID); 2970 SceneObjectPart part = GetChildPart(localID);
2628 if (part != null) 2971 if (part != null)
2629 { 2972 {
2630 part.IgnoreUndoUpdate = true;
2631 if (scale.X > m_scene.m_maxNonphys) 2973 if (scale.X > m_scene.m_maxNonphys)
2632 scale.X = m_scene.m_maxNonphys; 2974 scale.X = m_scene.m_maxNonphys;
2633 if (scale.Y > m_scene.m_maxNonphys) 2975 if (scale.Y > m_scene.m_maxNonphys)
@@ -2664,7 +3006,7 @@ namespace OpenSim.Region.Framework.Scenes
2664 3006
2665 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3007 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2666 { 3008 {
2667 if (oldSize.X * x > m_scene.m_maxPhys) 3009 if (oldSize.X*x > m_scene.m_maxPhys)
2668 { 3010 {
2669 f = m_scene.m_maxPhys / oldSize.X; 3011 f = m_scene.m_maxPhys / oldSize.X;
2670 a = f / x; 3012 a = f / x;
@@ -2672,7 +3014,7 @@ namespace OpenSim.Region.Framework.Scenes
2672 y *= a; 3014 y *= a;
2673 z *= a; 3015 z *= a;
2674 } 3016 }
2675 if (oldSize.Y * y > m_scene.m_maxPhys) 3017 if (oldSize.Y*y > m_scene.m_maxPhys)
2676 { 3018 {
2677 f = m_scene.m_maxPhys / oldSize.Y; 3019 f = m_scene.m_maxPhys / oldSize.Y;
2678 a = f / y; 3020 a = f / y;
@@ -2680,7 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
2680 y *= a; 3022 y *= a;
2681 z *= a; 3023 z *= a;
2682 } 3024 }
2683 if (oldSize.Z * z > m_scene.m_maxPhys) 3025 if (oldSize.Z*z > m_scene.m_maxPhys)
2684 { 3026 {
2685 f = m_scene.m_maxPhys / oldSize.Z; 3027 f = m_scene.m_maxPhys / oldSize.Z;
2686 a = f / z; 3028 a = f / z;
@@ -2691,7 +3033,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 } 3033 }
2692 else 3034 else
2693 { 3035 {
2694 if (oldSize.X * x > m_scene.m_maxNonphys) 3036 if (oldSize.X*x > m_scene.m_maxNonphys)
2695 { 3037 {
2696 f = m_scene.m_maxNonphys / oldSize.X; 3038 f = m_scene.m_maxNonphys / oldSize.X;
2697 a = f / x; 3039 a = f / x;
@@ -2699,7 +3041,7 @@ namespace OpenSim.Region.Framework.Scenes
2699 y *= a; 3041 y *= a;
2700 z *= a; 3042 z *= a;
2701 } 3043 }
2702 if (oldSize.Y * y > m_scene.m_maxNonphys) 3044 if (oldSize.Y*y > m_scene.m_maxNonphys)
2703 { 3045 {
2704 f = m_scene.m_maxNonphys / oldSize.Y; 3046 f = m_scene.m_maxNonphys / oldSize.Y;
2705 a = f / y; 3047 a = f / y;
@@ -2707,7 +3049,7 @@ namespace OpenSim.Region.Framework.Scenes
2707 y *= a; 3049 y *= a;
2708 z *= a; 3050 z *= a;
2709 } 3051 }
2710 if (oldSize.Z * z > m_scene.m_maxNonphys) 3052 if (oldSize.Z*z > m_scene.m_maxNonphys)
2711 { 3053 {
2712 f = m_scene.m_maxNonphys / oldSize.Z; 3054 f = m_scene.m_maxNonphys / oldSize.Z;
2713 a = f / z; 3055 a = f / z;
@@ -2717,7 +3059,6 @@ namespace OpenSim.Region.Framework.Scenes
2717 } 3059 }
2718 } 3060 }
2719 obPart.IgnoreUndoUpdate = false; 3061 obPart.IgnoreUndoUpdate = false;
2720 obPart.StoreUndoState();
2721 } 3062 }
2722 } 3063 }
2723 } 3064 }
@@ -2725,8 +3066,13 @@ namespace OpenSim.Region.Framework.Scenes
2725 Vector3 prevScale = part.Scale; 3066 Vector3 prevScale = part.Scale;
2726 prevScale.X *= x; 3067 prevScale.X *= x;
2727 prevScale.Y *= y; 3068 prevScale.Y *= y;
2728 prevScale.Z *= z; 3069 prevScale.Z *= z;;
3070
3071 part.IgnoreUndoUpdate = false;
3072 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3073 part.IgnoreUndoUpdate = true;
2729 part.Resize(prevScale); 3074 part.Resize(prevScale);
3075 part.IgnoreUndoUpdate = false;
2730 3076
2731 parts = m_parts.GetArray(); 3077 parts = m_parts.GetArray();
2732 for (int i = 0; i < parts.Length; i++) 3078 for (int i = 0; i < parts.Length; i++)
@@ -2735,19 +3081,26 @@ namespace OpenSim.Region.Framework.Scenes
2735 obPart.IgnoreUndoUpdate = true; 3081 obPart.IgnoreUndoUpdate = true;
2736 if (obPart.UUID != m_rootPart.UUID) 3082 if (obPart.UUID != m_rootPart.UUID)
2737 { 3083 {
2738 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3084 if (obPart.UUID != m_rootPart.UUID)
2739 currentpos.X *= x; 3085 {
2740 currentpos.Y *= y; 3086 obPart.IgnoreUndoUpdate = false;
2741 currentpos.Z *= z; 3087 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2742 Vector3 newSize = new Vector3(obPart.Scale); 3088 obPart.IgnoreUndoUpdate = true;
2743 newSize.X *= x; 3089
2744 newSize.Y *= y; 3090 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2745 newSize.Z *= z; 3091 currentpos.X *= x;
2746 obPart.Resize(newSize); 3092 currentpos.Y *= y;
2747 obPart.UpdateOffSet(currentpos); 3093 currentpos.Z *= z;
3094 Vector3 newSize = new Vector3(obPart.Scale);
3095 newSize.X *= x;
3096 newSize.Y *= y;
3097 newSize.Z *= z;
3098 obPart.Resize(newSize);
3099 obPart.UpdateOffSet(currentpos);
3100 }
3101 obPart.IgnoreUndoUpdate = false;
2748 } 3102 }
2749 obPart.IgnoreUndoUpdate = false; 3103 obPart.IgnoreUndoUpdate = false;
2750 obPart.StoreUndoState();
2751 } 3104 }
2752 3105
2753 if (part.PhysActor != null) 3106 if (part.PhysActor != null)
@@ -2757,7 +3110,6 @@ namespace OpenSim.Region.Framework.Scenes
2757 } 3110 }
2758 3111
2759 part.IgnoreUndoUpdate = false; 3112 part.IgnoreUndoUpdate = false;
2760 part.StoreUndoState();
2761 HasGroupChanged = true; 3113 HasGroupChanged = true;
2762 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3114 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2763 ScheduleGroupForTerseUpdate(); 3115 ScheduleGroupForTerseUpdate();
@@ -2774,14 +3126,11 @@ namespace OpenSim.Region.Framework.Scenes
2774 /// <param name="pos"></param> 3126 /// <param name="pos"></param>
2775 public void UpdateGroupPosition(Vector3 pos) 3127 public void UpdateGroupPosition(Vector3 pos)
2776 { 3128 {
2777 SceneObjectPart[] parts = m_parts.GetArray();
2778 for (int i = 0; i < parts.Length; i++)
2779 parts[i].StoreUndoState();
2780
2781 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3129 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2782 { 3130 {
2783 if (IsAttachment) 3131 if (IsAttachment)
2784 { 3132 {
3133 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2785 m_rootPart.AttachedPos = pos; 3134 m_rootPart.AttachedPos = pos;
2786 } 3135 }
2787 if (RootPart.GetStatusSandbox()) 3136 if (RootPart.GetStatusSandbox())
@@ -2815,7 +3164,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 3164
2816 SceneObjectPart[] parts = m_parts.GetArray(); 3165 SceneObjectPart[] parts = m_parts.GetArray();
2817 for (int i = 0; i < parts.Length; i++) 3166 for (int i = 0; i < parts.Length; i++)
2818 parts[i].StoreUndoState(); 3167 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2819 3168
2820 if (part != null) 3169 if (part != null)
2821 { 3170 {
@@ -2840,7 +3189,7 @@ namespace OpenSim.Region.Framework.Scenes
2840 { 3189 {
2841 SceneObjectPart[] parts = m_parts.GetArray(); 3190 SceneObjectPart[] parts = m_parts.GetArray();
2842 for (int i = 0; i < parts.Length; i++) 3191 for (int i = 0; i < parts.Length; i++)
2843 parts[i].StoreUndoState(); 3192 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2844 3193
2845 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3194 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2846 Vector3 oldPos = 3195 Vector3 oldPos =
@@ -2861,10 +3210,27 @@ namespace OpenSim.Region.Framework.Scenes
2861 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3210 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2862 } 3211 }
2863 3212
2864 AbsolutePosition = newPos; 3213 //We have to set undoing here because otherwise an undo state will be saved
3214 if (!m_rootPart.Undoing)
3215 {
3216 m_rootPart.Undoing = true;
3217 AbsolutePosition = newPos;
3218 m_rootPart.Undoing = false;
3219 }
3220 else
3221 {
3222 AbsolutePosition = newPos;
3223 }
2865 3224
2866 HasGroupChanged = true; 3225 HasGroupChanged = true;
2867 ScheduleGroupForTerseUpdate(); 3226 if (m_rootPart.Undoing)
3227 {
3228 ScheduleGroupForFullUpdate();
3229 }
3230 else
3231 {
3232 ScheduleGroupForTerseUpdate();
3233 }
2868 } 3234 }
2869 3235
2870 public void OffsetForNewRegion(Vector3 offset) 3236 public void OffsetForNewRegion(Vector3 offset)
@@ -2884,7 +3250,7 @@ namespace OpenSim.Region.Framework.Scenes
2884 { 3250 {
2885 SceneObjectPart[] parts = m_parts.GetArray(); 3251 SceneObjectPart[] parts = m_parts.GetArray();
2886 for (int i = 0; i < parts.Length; i++) 3252 for (int i = 0; i < parts.Length; i++)
2887 parts[i].StoreUndoState(); 3253 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2888 3254
2889 m_rootPart.UpdateRotation(rot); 3255 m_rootPart.UpdateRotation(rot);
2890 3256
@@ -2908,7 +3274,7 @@ namespace OpenSim.Region.Framework.Scenes
2908 { 3274 {
2909 SceneObjectPart[] parts = m_parts.GetArray(); 3275 SceneObjectPart[] parts = m_parts.GetArray();
2910 for (int i = 0; i < parts.Length; i++) 3276 for (int i = 0; i < parts.Length; i++)
2911 parts[i].StoreUndoState(); 3277 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2912 3278
2913 m_rootPart.UpdateRotation(rot); 3279 m_rootPart.UpdateRotation(rot);
2914 3280
@@ -2933,10 +3299,9 @@ namespace OpenSim.Region.Framework.Scenes
2933 public void UpdateSingleRotation(Quaternion rot, uint localID) 3299 public void UpdateSingleRotation(Quaternion rot, uint localID)
2934 { 3300 {
2935 SceneObjectPart part = GetChildPart(localID); 3301 SceneObjectPart part = GetChildPart(localID);
2936
2937 SceneObjectPart[] parts = m_parts.GetArray(); 3302 SceneObjectPart[] parts = m_parts.GetArray();
2938 for (int i = 0; i < parts.Length; i++) 3303 for (int i = 0; i < parts.Length; i++)
2939 parts[i].StoreUndoState(); 3304 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2940 3305
2941 if (part != null) 3306 if (part != null)
2942 { 3307 {
@@ -2964,15 +3329,24 @@ namespace OpenSim.Region.Framework.Scenes
2964 if (part.UUID == m_rootPart.UUID) 3329 if (part.UUID == m_rootPart.UUID)
2965 { 3330 {
2966 UpdateRootRotation(rot); 3331 UpdateRootRotation(rot);
2967 AbsolutePosition = pos; 3332 if (!m_rootPart.Undoing)
3333 {
3334 m_rootPart.Undoing = true;
3335 AbsolutePosition = pos;
3336 m_rootPart.Undoing = false;
3337 }
3338 else
3339 {
3340 AbsolutePosition = pos;
3341 }
2968 } 3342 }
2969 else 3343 else
2970 { 3344 {
3345 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2971 part.IgnoreUndoUpdate = true; 3346 part.IgnoreUndoUpdate = true;
2972 part.UpdateRotation(rot); 3347 part.UpdateRotation(rot);
2973 part.OffsetPosition = pos; 3348 part.OffsetPosition = pos;
2974 part.IgnoreUndoUpdate = false; 3349 part.IgnoreUndoUpdate = false;
2975 part.StoreUndoState();
2976 } 3350 }
2977 } 3351 }
2978 } 3352 }
@@ -2986,7 +3360,13 @@ namespace OpenSim.Region.Framework.Scenes
2986 Quaternion axRot = rot; 3360 Quaternion axRot = rot;
2987 Quaternion oldParentRot = m_rootPart.RotationOffset; 3361 Quaternion oldParentRot = m_rootPart.RotationOffset;
2988 3362
2989 m_rootPart.StoreUndoState(); 3363 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3364 bool cancelUndo = false;
3365 if (!m_rootPart.Undoing)
3366 {
3367 m_rootPart.Undoing = true;
3368 cancelUndo = true;
3369 }
2990 m_rootPart.UpdateRotation(rot); 3370 m_rootPart.UpdateRotation(rot);
2991 if (m_rootPart.PhysActor != null) 3371 if (m_rootPart.PhysActor != null)
2992 { 3372 {
@@ -3010,17 +3390,12 @@ namespace OpenSim.Region.Framework.Scenes
3010 newRot *= Quaternion.Inverse(axRot); 3390 newRot *= Quaternion.Inverse(axRot);
3011 prim.RotationOffset = newRot; 3391 prim.RotationOffset = newRot;
3012 prim.ScheduleTerseUpdate(); 3392 prim.ScheduleTerseUpdate();
3393 prim.IgnoreUndoUpdate = false;
3013 } 3394 }
3014 } 3395 }
3015 3396 if (cancelUndo == true)
3016 for (int i = 0; i < parts.Length; i++)
3017 { 3397 {
3018 SceneObjectPart childpart = parts[i]; 3398 m_rootPart.Undoing = false;
3019 if (childpart != m_rootPart)
3020 {
3021 childpart.IgnoreUndoUpdate = false;
3022 childpart.StoreUndoState();
3023 }
3024 } 3399 }
3025 3400
3026 m_rootPart.ScheduleTerseUpdate(); 3401 m_rootPart.ScheduleTerseUpdate();
@@ -3246,7 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes
3246 public float GetMass() 3621 public float GetMass()
3247 { 3622 {
3248 float retmass = 0f; 3623 float retmass = 0f;
3249
3250 SceneObjectPart[] parts = m_parts.GetArray(); 3624 SceneObjectPart[] parts = m_parts.GetArray();
3251 for (int i = 0; i < parts.Length; i++) 3625 for (int i = 0; i < parts.Length; i++)
3252 retmass += parts[i].GetMass(); 3626 retmass += parts[i].GetMass();
@@ -3362,6 +3736,14 @@ namespace OpenSim.Region.Framework.Scenes
3362 SetFromItemID(uuid); 3736 SetFromItemID(uuid);
3363 } 3737 }
3364 3738
3739 public void ResetOwnerChangeFlag()
3740 {
3741 ForEachPart(delegate(SceneObjectPart part)
3742 {
3743 part.ResetOwnerChangeFlag();
3744 });
3745 }
3746
3365 #endregion 3747 #endregion
3366 } 3748 }
3367} 3749}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ba592c4..8cc2be1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes
61 TELEPORT = 512, 61 TELEPORT = 512,
62 REGION_RESTART = 1024, 62 REGION_RESTART = 1024,
63 MEDIA = 2048, 63 MEDIA = 2048,
64 ANIMATION = 16384 64 ANIMATION = 16384,
65 POSITION = 32768
65 } 66 }
66 67
67 // I don't really know where to put this except here. 68 // I don't really know where to put this except here.
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes
145 public Vector3 StatusSandboxPos; 146 public Vector3 StatusSandboxPos;
146 147
147 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
148 149 [XmlIgnore]
149 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
150 151
151 152 [XmlIgnore]
152 public PhysicsActor PhysActor 153 public PhysicsActor PhysActor
153 { 154 {
154 get { return m_physActor; } 155 get { return m_physActor; }
@@ -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
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
285 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
286 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
287 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
288 private string m_text = String.Empty; 298 private string m_text = String.Empty;
289 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
290 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 300 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
374 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 384 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
375 Quaternion rotationOffset, Vector3 offsetPosition) 385 Quaternion rotationOffset, Vector3 offsetPosition)
376 { 386 {
377 m_name = "Primitive"; 387 m_name = "Object";
378 388
379 Rezzed = DateTime.UtcNow; 389 Rezzed = DateTime.UtcNow;
380 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
430 private uint _ownerMask = (uint)PermissionMask.All; 440 private uint _ownerMask = (uint)PermissionMask.All;
431 private uint _groupMask = (uint)PermissionMask.None; 441 private uint _groupMask = (uint)PermissionMask.None;
432 private uint _everyoneMask = (uint)PermissionMask.None; 442 private uint _everyoneMask = (uint)PermissionMask.None;
433 private uint _nextOwnerMask = (uint)PermissionMask.All; 443 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
434 private PrimFlags _flags = PrimFlags.None; 444 private PrimFlags _flags = PrimFlags.None;
435 private DateTime m_expires; 445 private DateTime m_expires;
436 private DateTime m_rezzed; 446 private DateTime m_rezzed;
@@ -526,12 +536,16 @@ namespace OpenSim.Region.Framework.Scenes
526 } 536 }
527 537
528 /// <value> 538 /// <value>
529 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 539 /// Get the inventory list
530 /// </value> 540 /// </value>
531 public TaskInventoryDictionary TaskInventory 541 public TaskInventoryDictionary TaskInventory
532 { 542 {
533 get { return m_inventory.Items; } 543 get {
534 set { m_inventory.Items = value; } 544 return m_inventory.Items;
545 }
546 set {
547 m_inventory.Items = value;
548 }
535 } 549 }
536 550
537 /// <summary> 551 /// <summary>
@@ -671,14 +685,12 @@ namespace OpenSim.Region.Framework.Scenes
671 set { m_LoopSoundSlavePrims = value; } 685 set { m_LoopSoundSlavePrims = value; }
672 } 686 }
673 687
674
675 public Byte[] TextureAnimation 688 public Byte[] TextureAnimation
676 { 689 {
677 get { return m_TextureAnimation; } 690 get { return m_TextureAnimation; }
678 set { m_TextureAnimation = value; } 691 set { m_TextureAnimation = value; }
679 } 692 }
680 693
681
682 public Byte[] ParticleSystem 694 public Byte[] ParticleSystem
683 { 695 {
684 get { return m_particleSystem; } 696 get { return m_particleSystem; }
@@ -732,7 +744,6 @@ namespace OpenSim.Region.Framework.Scenes
732 set 744 set
733 { 745 {
734 m_groupPosition = value; 746 m_groupPosition = value;
735
736 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
737 if (actor != null) 748 if (actor != null)
738 { 749 {
@@ -752,25 +763,13 @@ namespace OpenSim.Region.Framework.Scenes
752 763
753 // Tell the physics engines that this prim changed. 764 // Tell the physics engines that this prim changed.
754 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 765 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
766
755 } 767 }
756 catch (Exception e) 768 catch (Exception e)
757 { 769 {
758 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 770 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
759 } 771 }
760 } 772 }
761
762 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
763 if (m_sitTargetAvatar != UUID.Zero)
764 {
765 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
766 {
767 ScenePresence avatar;
768 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
769 {
770 avatar.ParentPosition = GetWorldPosition();
771 }
772 }
773 }
774 } 773 }
775 } 774 }
776 775
@@ -779,7 +778,8 @@ namespace OpenSim.Region.Framework.Scenes
779 get { return m_offsetPosition; } 778 get { return m_offsetPosition; }
780 set 779 set
781 { 780 {
782 StoreUndoState(); 781 Vector3 oldpos = m_offsetPosition;
782 StoreUndoState(UndoType.STATE_PRIM_POSITION);
783 m_offsetPosition = value; 783 m_offsetPosition = value;
784 784
785 if (ParentGroup != null && !ParentGroup.IsDeleted) 785 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -793,7 +793,22 @@ namespace OpenSim.Region.Framework.Scenes
793 // Tell the physics engines that this prim changed. 793 // Tell the physics engines that this prim changed.
794 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 794 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
795 } 795 }
796
797 if (!m_parentGroup.m_dupeInProgress)
798 {
799 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
800 foreach (ScenePresence av in avs)
801 {
802 if (av.LinkedPrim == m_uuid)
803 {
804 Vector3 offset = (m_offsetPosition - oldpos);
805 av.OffsetPosition += offset;
806 av.SendAvatarDataToAllAgents();
807 }
808 }
809 }
796 } 810 }
811 TriggerScriptChangedEvent(Changed.POSITION);
797 } 812 }
798 } 813 }
799 814
@@ -835,7 +850,7 @@ namespace OpenSim.Region.Framework.Scenes
835 850
836 set 851 set
837 { 852 {
838 StoreUndoState(); 853 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
839 m_rotationOffset = value; 854 m_rotationOffset = value;
840 855
841 PhysicsActor actor = PhysActor; 856 PhysicsActor actor = PhysActor;
@@ -919,7 +934,16 @@ namespace OpenSim.Region.Framework.Scenes
919 /// <summary></summary> 934 /// <summary></summary>
920 public Vector3 Acceleration 935 public Vector3 Acceleration
921 { 936 {
922 get { return m_acceleration; } 937 get
938 {
939 PhysicsActor actor = PhysActor;
940 if (actor != null)
941 {
942 m_acceleration = actor.Acceleration;
943 }
944 return m_acceleration;
945 }
946
923 set { m_acceleration = value; } 947 set { m_acceleration = value; }
924 } 948 }
925 949
@@ -1010,7 +1034,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 get { return m_shape.Scale; } 1034 get { return m_shape.Scale; }
1011 set 1035 set
1012 { 1036 {
1013 StoreUndoState(); 1037 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1014 if (m_shape != null) 1038 if (m_shape != null)
1015 { 1039 {
1016 m_shape.Scale = value; 1040 m_shape.Scale = value;
@@ -1078,9 +1102,10 @@ namespace OpenSim.Region.Framework.Scenes
1078 { 1102 {
1079 get { 1103 get {
1080 if (IsAttachment) 1104 if (IsAttachment)
1081 return GroupPosition; 1105 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1082 1106
1083 return m_offsetPosition + m_groupPosition; } 1107// return m_offsetPosition + m_groupPosition; }
1108 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1084 } 1109 }
1085 1110
1086 public SceneObjectGroup ParentGroup 1111 public SceneObjectGroup ParentGroup
@@ -1239,6 +1264,13 @@ namespace OpenSim.Region.Framework.Scenes
1239 _flags = value; 1264 _flags = value;
1240 } 1265 }
1241 } 1266 }
1267
1268 [XmlIgnore]
1269 public bool IsOccupied // KF If an av is sittingon this prim
1270 {
1271 get { return m_occupied; }
1272 set { m_occupied = value; }
1273 }
1242 1274
1243 1275
1244 public UUID SitTargetAvatar 1276 public UUID SitTargetAvatar
@@ -1314,14 +1346,6 @@ namespace OpenSim.Region.Framework.Scenes
1314 } 1346 }
1315 } 1347 }
1316 1348
1317 /// <summary>
1318 /// Clear all pending updates of parts to clients
1319 /// </summary>
1320 private void ClearUpdateSchedule()
1321 {
1322 m_updateFlag = 0;
1323 }
1324
1325 private void SendObjectPropertiesToClient(UUID AgentID) 1349 private void SendObjectPropertiesToClient(UUID AgentID)
1326 { 1350 {
1327 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1351 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1572,14 +1596,21 @@ namespace OpenSim.Region.Framework.Scenes
1572 // or flexible 1596 // or flexible
1573 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1597 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1574 { 1598 {
1575 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1599 try
1576 string.Format("{0}/{1}", Name, UUID), 1600 {
1577 Shape, 1601 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1578 AbsolutePosition, 1602 string.Format("{0}/{1}", Name, UUID),
1579 Scale, 1603 Shape,
1580 RotationOffset, 1604 AbsolutePosition,
1581 RigidBody); 1605 Scale,
1582 1606 RotationOffset,
1607 RigidBody);
1608 }
1609 catch
1610 {
1611 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1612 PhysActor = null;
1613 }
1583 // Basic Physics returns null.. joy joy joy. 1614 // Basic Physics returns null.. joy joy joy.
1584 if (PhysActor != null) 1615 if (PhysActor != null)
1585 { 1616 {
@@ -1607,7 +1638,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 { 1638 {
1608 m_redo.Clear(); 1639 m_redo.Clear();
1609 } 1640 }
1610 StoreUndoState(); 1641 StoreUndoState(UndoType.STATE_ALL);
1611 } 1642 }
1612 1643
1613 public byte ConvertScriptUintToByte(uint indata) 1644 public byte ConvertScriptUintToByte(uint indata)
@@ -1676,6 +1707,9 @@ namespace OpenSim.Region.Framework.Scenes
1676 1707
1677 // Move afterwards ResetIDs as it clears the localID 1708 // Move afterwards ResetIDs as it clears the localID
1678 dupe.LocalId = localID; 1709 dupe.LocalId = localID;
1710 if(dupe.PhysActor != null)
1711 dupe.PhysActor.LocalID = localID;
1712
1679 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1713 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1680 dupe._lastOwnerID = OwnerID; 1714 dupe._lastOwnerID = OwnerID;
1681 1715
@@ -1719,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1719 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1753 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1720 part.Shape = shape; 1754 part.Shape = shape;
1721 1755
1722 part.Name = "Primitive"; 1756 part.Name = "Object";
1723 part._ownerID = UUID.Random(); 1757 part._ownerID = UUID.Random();
1724 1758
1725 return part; 1759 return part;
@@ -2079,12 +2113,17 @@ namespace OpenSim.Region.Framework.Scenes
2079 public Vector3 GetWorldPosition() 2113 public Vector3 GetWorldPosition()
2080 { 2114 {
2081 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2115 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2082
2083 Vector3 axPos = OffsetPosition; 2116 Vector3 axPos = OffsetPosition;
2084
2085 axPos *= parentRot; 2117 axPos *= parentRot;
2086 Vector3 translationOffsetPosition = axPos; 2118 Vector3 translationOffsetPosition = axPos;
2087 return GroupPosition + translationOffsetPosition; 2119 if(_parentID == 0)
2120 {
2121 return GroupPosition;
2122 }
2123 else
2124 {
2125 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2126 }
2088 } 2127 }
2089 2128
2090 /// <summary> 2129 /// <summary>
@@ -2095,7 +2134,7 @@ namespace OpenSim.Region.Framework.Scenes
2095 { 2134 {
2096 Quaternion newRot; 2135 Quaternion newRot;
2097 2136
2098 if (this.LinkNum == 0) 2137 if (this.LinkNum < 2) //KF Single or root prim
2099 { 2138 {
2100 newRot = RotationOffset; 2139 newRot = RotationOffset;
2101 } 2140 }
@@ -2741,17 +2780,18 @@ namespace OpenSim.Region.Framework.Scenes
2741 //Trys to fetch sound id from prim's inventory. 2780 //Trys to fetch sound id from prim's inventory.
2742 //Prim's inventory doesn't support non script items yet 2781 //Prim's inventory doesn't support non script items yet
2743 2782
2744 lock (TaskInventory) 2783 TaskInventory.LockItemsForRead(true);
2784
2785 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2745 { 2786 {
2746 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2787 if (item.Value.Name == sound)
2747 { 2788 {
2748 if (item.Value.Name == sound) 2789 soundID = item.Value.ItemID;
2749 { 2790 break;
2750 soundID = item.Value.ItemID;
2751 break;
2752 }
2753 } 2791 }
2754 } 2792 }
2793
2794 TaskInventory.LockItemsForRead(false);
2755 } 2795 }
2756 2796
2757 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2797 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2811,7 +2851,7 @@ namespace OpenSim.Region.Framework.Scenes
2811 /// <param name="scale"></param> 2851 /// <param name="scale"></param>
2812 public void Resize(Vector3 scale) 2852 public void Resize(Vector3 scale)
2813 { 2853 {
2814 StoreUndoState(); 2854 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2815 m_shape.Scale = scale; 2855 m_shape.Scale = scale;
2816 2856
2817 ParentGroup.HasGroupChanged = true; 2857 ParentGroup.HasGroupChanged = true;
@@ -2820,38 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
2820 2860
2821 public void RotLookAt(Quaternion target, float strength, float damping) 2861 public void RotLookAt(Quaternion target, float strength, float damping)
2822 { 2862 {
2823 rotLookAt(target, strength, damping); 2863 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2824 }
2825
2826 public void rotLookAt(Quaternion target, float strength, float damping)
2827 {
2828 if (IsAttachment)
2829 {
2830 /*
2831 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2832 if (avatar != null)
2833 {
2834 Rotate the Av?
2835 } */
2836 }
2837 else
2838 {
2839 APIDDamp = damping;
2840 APIDStrength = strength;
2841 APIDTarget = target;
2842 }
2843 }
2844
2845 public void startLookAt(Quaternion rot, float damp, float strength)
2846 {
2847 APIDDamp = damp;
2848 APIDStrength = strength;
2849 APIDTarget = rot;
2850 }
2851
2852 public void stopLookAt()
2853 {
2854 APIDTarget = Quaternion.Identity;
2855 } 2864 }
2856 2865
2857 /// <summary> 2866 /// <summary>
@@ -2863,7 +2872,10 @@ namespace OpenSim.Region.Framework.Scenes
2863 2872
2864 if (m_parentGroup != null) 2873 if (m_parentGroup != null)
2865 { 2874 {
2866 m_parentGroup.QueueForUpdateCheck(); 2875 if (!m_parentGroup.areUpdatesSuspended)
2876 {
2877 m_parentGroup.QueueForUpdateCheck();
2878 }
2867 } 2879 }
2868 2880
2869 int timeNow = Util.UnixTimeSinceEpoch(); 2881 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3080,8 +3092,8 @@ namespace OpenSim.Region.Framework.Scenes
3080 { 3092 {
3081 const float ROTATION_TOLERANCE = 0.01f; 3093 const float ROTATION_TOLERANCE = 0.01f;
3082 const float VELOCITY_TOLERANCE = 0.001f; 3094 const float VELOCITY_TOLERANCE = 0.001f;
3083 const float POSITION_TOLERANCE = 0.05f; 3095 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3084 const int TIME_MS_TOLERANCE = 3000; 3096 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3085 3097
3086 if (m_updateFlag == 1) 3098 if (m_updateFlag == 1)
3087 { 3099 {
@@ -3095,7 +3107,7 @@ namespace OpenSim.Region.Framework.Scenes
3095 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3107 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3096 { 3108 {
3097 AddTerseUpdateToAllAvatars(); 3109 AddTerseUpdateToAllAvatars();
3098 ClearUpdateSchedule(); 3110
3099 3111
3100 // This causes the Scene to 'poll' physical objects every couple of frames 3112 // This causes the Scene to 'poll' physical objects every couple of frames
3101 // bad, so it's been replaced by an event driven method. 3113 // bad, so it's been replaced by an event driven method.
@@ -3113,16 +3125,18 @@ namespace OpenSim.Region.Framework.Scenes
3113 m_lastAngularVelocity = AngularVelocity; 3125 m_lastAngularVelocity = AngularVelocity;
3114 m_lastTerseSent = Environment.TickCount; 3126 m_lastTerseSent = Environment.TickCount;
3115 } 3127 }
3128 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3129 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3116 } 3130 }
3117 else 3131 else
3118 { 3132 {
3119 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3133 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3120 { 3134 {
3121 AddFullUpdateToAllAvatars(); 3135 AddFullUpdateToAllAvatars();
3122 ClearUpdateSchedule(); 3136 m_updateFlag = 0; //Same here
3123 } 3137 }
3124 } 3138 }
3125 ClearUpdateSchedule(); 3139 m_updateFlag = 0;
3126 } 3140 }
3127 3141
3128 /// <summary> 3142 /// <summary>
@@ -3150,17 +3164,16 @@ namespace OpenSim.Region.Framework.Scenes
3150 if (!UUID.TryParse(sound, out soundID)) 3164 if (!UUID.TryParse(sound, out soundID))
3151 { 3165 {
3152 // search sound file from inventory 3166 // search sound file from inventory
3153 lock (TaskInventory) 3167 TaskInventory.LockItemsForRead(true);
3168 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3154 { 3169 {
3155 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3170 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3156 { 3171 {
3157 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3172 soundID = item.Value.ItemID;
3158 { 3173 break;
3159 soundID = item.Value.ItemID;
3160 break;
3161 }
3162 } 3174 }
3163 } 3175 }
3176 TaskInventory.LockItemsForRead(false);
3164 } 3177 }
3165 3178
3166 if (soundID == UUID.Zero) 3179 if (soundID == UUID.Zero)
@@ -3597,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes
3597 3610
3598 public void StopLookAt() 3611 public void StopLookAt()
3599 { 3612 {
3600 m_parentGroup.stopLookAt(); 3613 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3601 3614
3602 m_parentGroup.ScheduleGroupForTerseUpdate(); 3615 m_parentGroup.ScheduleGroupForTerseUpdate();
3603 } 3616 }
@@ -3624,10 +3637,9 @@ namespace OpenSim.Region.Framework.Scenes
3624 m_parentGroup.ScheduleGroupForTerseUpdate(); 3637 m_parentGroup.ScheduleGroupForTerseUpdate();
3625 //m_parentGroup.ScheduleGroupForFullUpdate(); 3638 //m_parentGroup.ScheduleGroupForFullUpdate();
3626 } 3639 }
3627 3640 public void StoreUndoState(UndoType type)
3628 public void StoreUndoState()
3629 { 3641 {
3630 if (!Undoing) 3642 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3631 { 3643 {
3632 if (!IgnoreUndoUpdate) 3644 if (!IgnoreUndoUpdate)
3633 { 3645 {
@@ -3638,17 +3650,25 @@ namespace OpenSim.Region.Framework.Scenes
3638 if (m_undo.Count > 0) 3650 if (m_undo.Count > 0)
3639 { 3651 {
3640 UndoState last = m_undo.Peek(); 3652 UndoState last = m_undo.Peek();
3641 if (last != null) 3653
3642 {
3643 if (last.Compare(this))
3644 return;
3645 }
3646 } 3654 }
3647 3655
3648 if (m_parentGroup.GetSceneMaxUndo() > 0) 3656 if (m_parentGroup.GetSceneMaxUndo() > 0)
3649 { 3657 {
3650 UndoState nUndo = new UndoState(this); 3658 UndoState lastUndo = m_undo.Peek();
3651 3659
3660 UndoState nUndo = new UndoState(this, type);
3661
3662 if (lastUndo != null)
3663 {
3664 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3665 if (ts.TotalMilliseconds < 500)
3666 {
3667 //Delete the last entry since it was less than 500 milliseconds ago
3668 nUndo.Merge(lastUndo);
3669 m_undo.Pop();
3670 }
3671 }
3652 m_undo.Push(nUndo); 3672 m_undo.Push(nUndo);
3653 } 3673 }
3654 3674
@@ -4125,11 +4145,13 @@ namespace OpenSim.Region.Framework.Scenes
4125 if (m_undo.Count > 0) 4145 if (m_undo.Count > 0)
4126 { 4146 {
4127 UndoState nUndo = null; 4147 UndoState nUndo = null;
4148 UndoState goback = m_undo.Pop();
4128 if (m_parentGroup.GetSceneMaxUndo() > 0) 4149 if (m_parentGroup.GetSceneMaxUndo() > 0)
4129 { 4150 {
4130 nUndo = new UndoState(this); 4151 nUndo = new UndoState(this, goback.Type);
4131 } 4152 }
4132 UndoState goback = m_undo.Pop(); 4153
4154
4133 if (goback != null) 4155 if (goback != null)
4134 { 4156 {
4135 goback.PlaybackState(this); 4157 goback.PlaybackState(this);
@@ -4144,13 +4166,13 @@ namespace OpenSim.Region.Framework.Scenes
4144 { 4166 {
4145 lock (m_redo) 4167 lock (m_redo)
4146 { 4168 {
4169 UndoState gofwd = m_redo.Pop();
4147 if (m_parentGroup.GetSceneMaxUndo() > 0) 4170 if (m_parentGroup.GetSceneMaxUndo() > 0)
4148 { 4171 {
4149 UndoState nUndo = new UndoState(this); 4172 UndoState nUndo = new UndoState(this, gofwd.Type);
4150 4173
4151 m_undo.Push(nUndo); 4174 m_undo.Push(nUndo);
4152 } 4175 }
4153 UndoState gofwd = m_redo.Pop();
4154 if (gofwd != null) 4176 if (gofwd != null)
4155 gofwd.PlayfwdState(this); 4177 gofwd.PlayfwdState(this);
4156 } 4178 }
@@ -4599,8 +4621,9 @@ namespace OpenSim.Region.Framework.Scenes
4599 { 4621 {
4600 m_shape.TextureEntry = textureEntry; 4622 m_shape.TextureEntry = textureEntry;
4601 TriggerScriptChangedEvent(Changed.TEXTURE); 4623 TriggerScriptChangedEvent(Changed.TEXTURE);
4602 4624 m_updateFlag = 1;
4603 ParentGroup.HasGroupChanged = true; 4625 ParentGroup.HasGroupChanged = true;
4626
4604 //This is madness.. 4627 //This is madness..
4605 //ParentGroup.ScheduleGroupForFullUpdate(); 4628 //ParentGroup.ScheduleGroupForFullUpdate();
4606 //This is sparta 4629 //This is sparta
@@ -4833,5 +4856,17 @@ namespace OpenSim.Region.Framework.Scenes
4833 Color color = Color; 4856 Color color = Color;
4834 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4857 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4835 } 4858 }
4859
4860 public void ResetOwnerChangeFlag()
4861 {
4862 List<UUID> inv = Inventory.GetInventoryList();
4863
4864 foreach (UUID itemID in inv)
4865 {
4866 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4867 item.OwnerChanged = false;
4868 Inventory.UpdateInventoryItem(item, false, false);
4869 }
4870 }
4836 } 4871 }
4837} 4872}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 6a204c3..8fcfcc5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,39 +123,45 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 IList<TaskInventoryItem> items = GetInventoryItems(); 134 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
131 m_items.Clear(); 135 Items.Clear();
132 136
133 foreach (TaskInventoryItem item in items) 137 foreach (TaskInventoryItem item in items)
134 { 138 {
135 item.ResetIDs(m_part.UUID); 139 item.ResetIDs(m_part.UUID);
136 m_items.Add(item.ItemID, item); 140 Items.Add(item.ItemID, item);
137 }
138 } 141 }
142 m_items.LockItemsForWrite(false);
139 } 143 }
140 144
141 public void ResetObjectID() 145 public void ResetObjectID()
142 { 146 {
143 lock (Items) 147 m_items.LockItemsForWrite(true);
148
149 if (Items.Count == 0)
144 { 150 {
145 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 151 m_items.LockItemsForWrite(false);
146 Items.Clear(); 152 return;
147
148 foreach (TaskInventoryItem item in items)
149 {
150 item.ParentPartID = m_part.UUID;
151 item.ParentID = m_part.UUID;
152 Items.Add(item.ItemID, item);
153 }
154 } 153 }
154
155 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
156 Items.Clear();
157
158 foreach (TaskInventoryItem item in items)
159 {
160 item.ParentPartID = m_part.UUID;
161 item.ParentID = m_part.UUID;
162 Items.Add(item.ItemID, item);
163 }
164 m_items.LockItemsForWrite(false);
155 } 165 }
156 166
157 /// <summary> 167 /// <summary>
@@ -160,12 +170,11 @@ namespace OpenSim.Region.Framework.Scenes
160 /// <param name="ownerId"></param> 170 /// <param name="ownerId"></param>
161 public void ChangeInventoryOwner(UUID ownerId) 171 public void ChangeInventoryOwner(UUID ownerId)
162 { 172 {
163 lock (Items) 173 m_items.LockItemsForWrite(true);
174 if (0 == Items.Count)
164 { 175 {
165 if (0 == Items.Count) 176 m_items.LockItemsForWrite(false);
166 { 177 return;
167 return;
168 }
169 } 178 }
170 179
171 HasInventoryChanged = true; 180 HasInventoryChanged = true;
@@ -179,6 +188,7 @@ namespace OpenSim.Region.Framework.Scenes
179 item.OwnerID = ownerId; 188 item.OwnerID = ownerId;
180 } 189 }
181 } 190 }
191 m_items.LockItemsForWrite(false);
182 } 192 }
183 193
184 /// <summary> 194 /// <summary>
@@ -187,12 +197,11 @@ namespace OpenSim.Region.Framework.Scenes
187 /// <param name="groupID"></param> 197 /// <param name="groupID"></param>
188 public void ChangeInventoryGroup(UUID groupID) 198 public void ChangeInventoryGroup(UUID groupID)
189 { 199 {
190 lock (Items) 200 m_items.LockItemsForWrite(true);
201 if (0 == Items.Count)
191 { 202 {
192 if (0 == Items.Count) 203 m_items.LockItemsForWrite(false);
193 { 204 return;
194 return;
195 }
196 } 205 }
197 206
198 // Don't let this set the HasGroupChanged flag for attachments 207 // Don't let this set the HasGroupChanged flag for attachments
@@ -204,12 +213,15 @@ namespace OpenSim.Region.Framework.Scenes
204 m_part.ParentGroup.HasGroupChanged = true; 213 m_part.ParentGroup.HasGroupChanged = true;
205 } 214 }
206 215
207 List<TaskInventoryItem> items = GetInventoryItems(); 216 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
208 foreach (TaskInventoryItem item in items) 217 foreach (TaskInventoryItem item in items)
209 { 218 {
210 if (groupID != item.GroupID) 219 if (groupID != item.GroupID)
220 {
211 item.GroupID = groupID; 221 item.GroupID = groupID;
222 }
212 } 223 }
224 m_items.LockItemsForWrite(false);
213 } 225 }
214 226
215 /// <summary> 227 /// <summary>
@@ -217,9 +229,14 @@ namespace OpenSim.Region.Framework.Scenes
217 /// </summary> 229 /// </summary>
218 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 230 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
219 { 231 {
220 List<TaskInventoryItem> scripts = GetInventoryScripts(); 232 Items.LockItemsForRead(true);
221 foreach (TaskInventoryItem item in scripts) 233 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
222 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 234 Items.LockItemsForRead(false);
235 foreach (TaskInventoryItem item in items)
236 {
237 if ((int)InventoryType.LSL == item.InvType)
238 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
239 }
223 } 240 }
224 241
225 public ArrayList GetScriptErrors(UUID itemID) 242 public ArrayList GetScriptErrors(UUID itemID)
@@ -252,9 +269,18 @@ namespace OpenSim.Region.Framework.Scenes
252 /// </param> 269 /// </param>
253 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 270 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
254 { 271 {
255 List<TaskInventoryItem> scripts = GetInventoryScripts(); 272 Items.LockItemsForRead(true);
256 foreach (TaskInventoryItem item in scripts) 273 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
257 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 274 Items.LockItemsForRead(false);
275
276 foreach (TaskInventoryItem item in items)
277 {
278 if ((int)InventoryType.LSL == item.InvType)
279 {
280 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
281 m_part.RemoveScriptEvents(item.ItemID);
282 }
283 }
258 } 284 }
259 285
260 /// <summary> 286 /// <summary>
@@ -270,7 +296,10 @@ namespace OpenSim.Region.Framework.Scenes
270 // item.Name, item.ItemID, Name, UUID); 296 // item.Name, item.ItemID, Name, UUID);
271 297
272 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 298 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
299 {
300 StoreScriptError(item.ItemID, "no permission");
273 return; 301 return;
302 }
274 303
275 m_part.AddFlag(PrimFlags.Scripted); 304 m_part.AddFlag(PrimFlags.Scripted);
276 305
@@ -279,14 +308,13 @@ namespace OpenSim.Region.Framework.Scenes
279 if (stateSource == 2 && // Prim crossing 308 if (stateSource == 2 && // Prim crossing
280 m_part.ParentGroup.Scene.m_trustBinaries) 309 m_part.ParentGroup.Scene.m_trustBinaries)
281 { 310 {
282 lock (m_items) 311 m_items.LockItemsForWrite(true);
283 { 312 m_items[item.ItemID].PermsMask = 0;
284 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsGranter = UUID.Zero;
285 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items.LockItemsForWrite(false);
286 }
287
288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 315 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 316 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
317 StoreScriptErrors(item.ItemID, null);
290 m_part.ParentGroup.AddActiveScriptCount(1); 318 m_part.ParentGroup.AddActiveScriptCount(1);
291 m_part.ScheduleFullUpdate(); 319 m_part.ScheduleFullUpdate();
292 return; 320 return;
@@ -295,6 +323,8 @@ namespace OpenSim.Region.Framework.Scenes
295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 323 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
296 if (null == asset) 324 if (null == asset)
297 { 325 {
326 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
327 StoreScriptError(item.ItemID, msg);
298 m_log.ErrorFormat( 328 m_log.ErrorFormat(
299 "[PRIM INVENTORY]: " + 329 "[PRIM INVENTORY]: " +
300 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 330 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -306,15 +336,17 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 336 if (m_part.ParentGroup.m_savedScriptState != null)
307 RestoreSavedScriptState(item.OldItemID, item.ItemID); 337 RestoreSavedScriptState(item.OldItemID, item.ItemID);
308 338
309 lock (m_items) 339 m_items.LockItemsForWrite(true);
310 { 340
311 m_items[item.ItemID].PermsMask = 0; 341 m_items[item.ItemID].PermsMask = 0;
312 m_items[item.ItemID].PermsGranter = UUID.Zero; 342 m_items[item.ItemID].PermsGranter = UUID.Zero;
313 } 343
344 m_items.LockItemsForWrite(false);
314 345
315 string script = Utils.BytesToString(asset.Data); 346 string script = Utils.BytesToString(asset.Data);
316 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 347 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
317 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 348 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
349 StoreScriptErrors(item.ItemID, null);
318 m_part.ParentGroup.AddActiveScriptCount(1); 350 m_part.ParentGroup.AddActiveScriptCount(1);
319 m_part.ScheduleFullUpdate(); 351 m_part.ScheduleFullUpdate();
320 } 352 }
@@ -378,21 +410,145 @@ namespace OpenSim.Region.Framework.Scenes
378 410
379 /// <summary> 411 /// <summary>
380 /// Start a script which is in this prim's inventory. 412 /// Start a script which is in this prim's inventory.
413 /// Some processing may occur in the background, but this routine returns asap.
381 /// </summary> 414 /// </summary>
382 /// <param name="itemId"> 415 /// <param name="itemId">
383 /// A <see cref="UUID"/> 416 /// A <see cref="UUID"/>
384 /// </param> 417 /// </param>
385 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 418 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
386 { 419 {
387 TaskInventoryItem item = GetInventoryItem(itemId); 420 lock (m_scriptErrors)
388 if (item != null) 421 {
389 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 422 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
423 m_scriptErrors.Remove(itemId);
424 }
425 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
426 }
427
428 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
429 {
430 m_items.LockItemsForRead(true);
431 if (m_items.ContainsKey(itemId))
432 {
433 if (m_items.ContainsKey(itemId))
434 {
435 m_items.LockItemsForRead(false);
436 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
437 }
438 else
439 {
440 m_items.LockItemsForRead(false);
441 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
442 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
443 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat(
445 "[PRIM INVENTORY]: " +
446 "Couldn't start script with ID {0} since it {1}", itemId, msg);
447 }
448 }
390 else 449 else
450 {
451 m_items.LockItemsForRead(false);
452 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
453 StoreScriptError(itemId, msg);
391 m_log.ErrorFormat( 454 m_log.ErrorFormat(
392 "[PRIM INVENTORY]: " + 455 "[PRIM INVENTORY]: " +
393 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 456 "Couldn't start script with ID {0} since it {1}", itemId, msg);
394 itemId, m_part.Name, m_part.UUID, 457 }
395 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 458
459 }
460
461 /// <summary>
462 /// Start a script which is in this prim's inventory and return any compilation error messages.
463 /// </summary>
464 /// <param name="itemId">
465 /// A <see cref="UUID"/>
466 /// </param>
467 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
468 {
469 ArrayList errors;
470
471 // Indicate to CreateScriptInstanceInternal() we want it to
472 // post any compilation/loading error messages
473 lock (m_scriptErrors)
474 {
475 m_scriptErrors[itemId] = null;
476 }
477
478 // Perform compilation/loading
479 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
480
481 // Wait for and retrieve any errors
482 lock (m_scriptErrors)
483 {
484 while ((errors = m_scriptErrors[itemId]) == null)
485 {
486 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
487 {
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "timedout waiting for script {0} errors", itemId);
491 errors = m_scriptErrors[itemId];
492 if (errors == null)
493 {
494 errors = new ArrayList(1);
495 errors.Add("timedout waiting for errors");
496 }
497 break;
498 }
499 }
500 m_scriptErrors.Remove(itemId);
501 }
502 return errors;
503 }
504
505 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
506 private void StoreScriptErrors(UUID itemId, ArrayList errors)
507 {
508 lock (m_scriptErrors)
509 {
510 // If compilation/loading initiated via CreateScriptInstance(),
511 // it does not want the errors, so just get out
512 if (!m_scriptErrors.ContainsKey(itemId))
513 {
514 return;
515 }
516
517 // Initiated via CreateScriptInstanceEr(), if we know what the
518 // errors are, save them and wake CreateScriptInstanceEr().
519 if (errors != null)
520 {
521 m_scriptErrors[itemId] = errors;
522 System.Threading.Monitor.PulseAll(m_scriptErrors);
523 return;
524 }
525 }
526
527 // Initiated via CreateScriptInstanceEr() but we don't know what
528 // the errors are yet, so retrieve them from the script engine.
529 // This may involve some waiting internal to GetScriptErrors().
530 errors = GetScriptErrors(itemId);
531
532 // Get a default non-null value to indicate success.
533 if (errors == null)
534 {
535 errors = new ArrayList();
536 }
537
538 // Post to CreateScriptInstanceEr() and wake it up
539 lock (m_scriptErrors)
540 {
541 m_scriptErrors[itemId] = errors;
542 System.Threading.Monitor.PulseAll(m_scriptErrors);
543 }
544 }
545
546 // Like StoreScriptErrors(), but just posts a single string message
547 private void StoreScriptError(UUID itemId, string message)
548 {
549 ArrayList errors = new ArrayList(1);
550 errors.Add(message);
551 StoreScriptErrors(itemId, errors);
396 } 552 }
397 553
398 /// <summary> 554 /// <summary>
@@ -405,15 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
405 /// </param> 561 /// </param>
406 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 562 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
407 { 563 {
408 bool scriptPresent = false; 564 if (m_items.ContainsKey(itemId))
409
410 lock (m_items)
411 {
412 if (m_items.ContainsKey(itemId))
413 scriptPresent = true;
414 }
415
416 if (scriptPresent)
417 { 565 {
418 if (!sceneObjectBeingDeleted) 566 if (!sceneObjectBeingDeleted)
419 m_part.RemoveScriptEvents(itemId); 567 m_part.RemoveScriptEvents(itemId);
@@ -438,14 +586,16 @@ namespace OpenSim.Region.Framework.Scenes
438 /// <returns></returns> 586 /// <returns></returns>
439 private bool InventoryContainsName(string name) 587 private bool InventoryContainsName(string name)
440 { 588 {
441 lock (m_items) 589 m_items.LockItemsForRead(true);
590 foreach (TaskInventoryItem item in m_items.Values)
442 { 591 {
443 foreach (TaskInventoryItem item in m_items.Values) 592 if (item.Name == name)
444 { 593 {
445 if (item.Name == name) 594 m_items.LockItemsForRead(false);
446 return true; 595 return true;
447 } 596 }
448 } 597 }
598 m_items.LockItemsForRead(false);
449 return false; 599 return false;
450 } 600 }
451 601
@@ -487,8 +637,9 @@ namespace OpenSim.Region.Framework.Scenes
487 /// <param name="item"></param> 637 /// <param name="item"></param>
488 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 638 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
489 { 639 {
490 List<TaskInventoryItem> il = GetInventoryItems(); 640 m_items.LockItemsForRead(true);
491 641 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
642 m_items.LockItemsForRead(false);
492 foreach (TaskInventoryItem i in il) 643 foreach (TaskInventoryItem i in il)
493 { 644 {
494 if (i.Name == item.Name) 645 if (i.Name == item.Name)
@@ -526,14 +677,14 @@ namespace OpenSim.Region.Framework.Scenes
526 item.Name = name; 677 item.Name = name;
527 item.GroupID = m_part.GroupID; 678 item.GroupID = m_part.GroupID;
528 679
529 lock (m_items) 680 m_items.LockItemsForWrite(true);
530 m_items.Add(item.ItemID, item); 681 m_items.Add(item.ItemID, item);
531 682 m_items.LockItemsForWrite(false);
532 if (allowedDrop) 683 if (allowedDrop)
533 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 684 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
534 else 685 else
535 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 686 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
536 687
537 m_inventorySerial++; 688 m_inventorySerial++;
538 //m_inventorySerial += 2; 689 //m_inventorySerial += 2;
539 HasInventoryChanged = true; 690 HasInventoryChanged = true;
@@ -549,15 +700,15 @@ namespace OpenSim.Region.Framework.Scenes
549 /// <param name="items"></param> 700 /// <param name="items"></param>
550 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 701 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
551 { 702 {
552 lock (m_items) 703 m_items.LockItemsForWrite(true);
704 foreach (TaskInventoryItem item in items)
553 { 705 {
554 foreach (TaskInventoryItem item in items) 706 m_items.Add(item.ItemID, item);
555 { 707// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
556 m_items.Add(item.ItemID, item);
557// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
558 }
559 m_inventorySerial++;
560 } 708 }
709 m_items.LockItemsForWrite(false);
710
711 m_inventorySerial++;
561 } 712 }
562 713
563 /// <summary> 714 /// <summary>
@@ -568,10 +719,9 @@ namespace OpenSim.Region.Framework.Scenes
568 public TaskInventoryItem GetInventoryItem(UUID itemId) 719 public TaskInventoryItem GetInventoryItem(UUID itemId)
569 { 720 {
570 TaskInventoryItem item; 721 TaskInventoryItem item;
571 722 m_items.LockItemsForRead(true);
572 lock (m_items) 723 m_items.TryGetValue(itemId, out item);
573 m_items.TryGetValue(itemId, out item); 724 m_items.LockItemsForRead(false);
574
575 return item; 725 return item;
576 } 726 }
577 727
@@ -587,15 +737,16 @@ namespace OpenSim.Region.Framework.Scenes
587 { 737 {
588 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 738 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
589 739
590 lock (m_items) 740 m_items.LockItemsForRead(true);
741
742 foreach (TaskInventoryItem item in m_items.Values)
591 { 743 {
592 foreach (TaskInventoryItem item in m_items.Values) 744 if (item.Name == name)
593 { 745 items.Add(item);
594 if (item.Name == name)
595 items.Add(item);
596 }
597 } 746 }
598 747
748 m_items.LockItemsForRead(false);
749
599 return items; 750 return items;
600 } 751 }
601 752
@@ -678,9 +829,9 @@ namespace OpenSim.Region.Framework.Scenes
678 829
679 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 830 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
680 { 831 {
681 TaskInventoryItem it = GetInventoryItem(item.ItemID); 832 m_items.LockItemsForWrite(true);
682 if (it != null)
683 833
834 if (m_items.ContainsKey(item.ItemID))
684 { 835 {
685 item.ParentID = m_part.UUID; 836 item.ParentID = m_part.UUID;
686 item.ParentPartID = m_part.UUID; 837 item.ParentPartID = m_part.UUID;
@@ -692,14 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
692 item.GroupID = m_part.GroupID; 843 item.GroupID = m_part.GroupID;
693 844
694 if (item.AssetID == UUID.Zero) 845 if (item.AssetID == UUID.Zero)
695 item.AssetID = it.AssetID; 846 item.AssetID = m_items[item.ItemID].AssetID;
696
697 lock (m_items)
698 {
699 m_items[item.ItemID] = item;
700 m_inventorySerial++;
701 }
702 847
848 m_items[item.ItemID] = item;
849 m_inventorySerial++;
703 if (fireScriptEvents) 850 if (fireScriptEvents)
704 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 851 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
705 if (considerChanged) 852 if (considerChanged)
@@ -707,6 +854,7 @@ namespace OpenSim.Region.Framework.Scenes
707 HasInventoryChanged = true; 854 HasInventoryChanged = true;
708 m_part.ParentGroup.HasGroupChanged = true; 855 m_part.ParentGroup.HasGroupChanged = true;
709 } 856 }
857 m_items.LockItemsForWrite(false);
710 return true; 858 return true;
711 } 859 }
712 else 860 else
@@ -717,8 +865,9 @@ namespace OpenSim.Region.Framework.Scenes
717 item.ItemID, m_part.Name, m_part.UUID, 865 item.ItemID, m_part.Name, m_part.UUID,
718 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 866 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
719 } 867 }
720 return false; 868 m_items.LockItemsForWrite(false);
721 869
870 return false;
722 } 871 }
723 872
724 /// <summary> 873 /// <summary>
@@ -729,37 +878,53 @@ namespace OpenSim.Region.Framework.Scenes
729 /// in this prim's inventory.</returns> 878 /// in this prim's inventory.</returns>
730 public int RemoveInventoryItem(UUID itemID) 879 public int RemoveInventoryItem(UUID itemID)
731 { 880 {
732 TaskInventoryItem item = GetInventoryItem(itemID); 881 m_items.LockItemsForRead(true);
733 if (item != null) 882
883 if (m_items.ContainsKey(itemID))
734 { 884 {
735 int type = m_items[itemID].InvType; 885 int type = m_items[itemID].InvType;
886 m_items.LockItemsForRead(false);
736 if (type == 10) // Script 887 if (type == 10) // Script
737 { 888 {
738 m_part.RemoveScriptEvents(itemID);
739 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 889 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
740 } 890 }
891 m_items.LockItemsForWrite(true);
741 m_items.Remove(itemID); 892 m_items.Remove(itemID);
893 m_items.LockItemsForWrite(false);
742 m_inventorySerial++; 894 m_inventorySerial++;
743 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 895 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
744 896
745 HasInventoryChanged = true; 897 HasInventoryChanged = true;
746 m_part.ParentGroup.HasGroupChanged = true; 898 m_part.ParentGroup.HasGroupChanged = true;
747 899
748 if (!ContainsScripts()) 900 int scriptcount = 0;
901 m_items.LockItemsForRead(true);
902 foreach (TaskInventoryItem item in m_items.Values)
903 {
904 if (item.Type == 10)
905 {
906 scriptcount++;
907 }
908 }
909 m_items.LockItemsForRead(false);
910
911
912 if (scriptcount <= 0)
913 {
749 m_part.RemFlag(PrimFlags.Scripted); 914 m_part.RemFlag(PrimFlags.Scripted);
915 }
750 916
751 m_part.ScheduleFullUpdate(); 917 m_part.ScheduleFullUpdate();
752 918
753 return type; 919 return type;
754
755 } 920 }
756 else 921 else
757 { 922 {
923 m_items.LockItemsForRead(false);
758 m_log.ErrorFormat( 924 m_log.ErrorFormat(
759 "[PRIM INVENTORY]: " + 925 "[PRIM INVENTORY]: " +
760 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 926 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
761 itemID, m_part.Name, m_part.UUID, 927 itemID, m_part.Name, m_part.UUID);
762 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
763 } 928 }
764 929
765 return -1; 930 return -1;
@@ -867,6 +1032,8 @@ namespace OpenSim.Region.Framework.Scenes
867 invString.AddSectionEnd(); 1032 invString.AddSectionEnd();
868 } 1033 }
869 } 1034 }
1035 int count = m_items.Count;
1036 m_items.LockItemsForRead(false);
870 1037
871 fileData = Utils.StringToBytes(invString.BuildString); 1038 fileData = Utils.StringToBytes(invString.BuildString);
872 1039
@@ -887,10 +1054,11 @@ namespace OpenSim.Region.Framework.Scenes
887 { 1054 {
888 if (HasInventoryChanged) 1055 if (HasInventoryChanged)
889 { 1056 {
890 HasInventoryChanged = false; 1057 Items.LockItemsForRead(true);
891 List<TaskInventoryItem> items = GetInventoryItems(); 1058 datastore.StorePrimInventory(m_part.UUID, Items.Values);
892 datastore.StorePrimInventory(m_part.UUID, items); 1059 Items.LockItemsForRead(false);
893 1060
1061 HasInventoryChanged = false;
894 } 1062 }
895 } 1063 }
896 1064
@@ -957,89 +1125,75 @@ namespace OpenSim.Region.Framework.Scenes
957 { 1125 {
958 uint mask=0x7fffffff; 1126 uint mask=0x7fffffff;
959 1127
960 lock (m_items) 1128 foreach (TaskInventoryItem item in m_items.Values)
961 { 1129 {
962 foreach (TaskInventoryItem item in m_items.Values) 1130 if (item.InvType != (int)InventoryType.Object)
963 { 1131 {
964 if (item.InvType != (int)InventoryType.Object) 1132 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
965 { 1133 mask &= ~((uint)PermissionMask.Copy >> 13);
966 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1134 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
967 mask &= ~((uint)PermissionMask.Copy >> 13); 1135 mask &= ~((uint)PermissionMask.Transfer >> 13);
968 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1136 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
969 mask &= ~((uint)PermissionMask.Transfer >> 13); 1137 mask &= ~((uint)PermissionMask.Modify >> 13);
970 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1138 }
971 mask &= ~((uint)PermissionMask.Modify >> 13); 1139 else
972 } 1140 {
973 else 1141 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
974 { 1142 mask &= ~((uint)PermissionMask.Copy >> 13);
975 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1143 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
976 mask &= ~((uint)PermissionMask.Copy >> 13); 1144 mask &= ~((uint)PermissionMask.Transfer >> 13);
977 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1145 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
978 mask &= ~((uint)PermissionMask.Transfer >> 13); 1146 mask &= ~((uint)PermissionMask.Modify >> 13);
979 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
980 mask &= ~((uint)PermissionMask.Modify >> 13);
981 }
982
983 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
984 mask &= ~(uint)PermissionMask.Copy;
985 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
986 mask &= ~(uint)PermissionMask.Transfer;
987 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
988 mask &= ~(uint)PermissionMask.Modify;
989 } 1147 }
1148
1149 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1150 mask &= ~(uint)PermissionMask.Copy;
1151 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1152 mask &= ~(uint)PermissionMask.Transfer;
1153 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1154 mask &= ~(uint)PermissionMask.Modify;
990 } 1155 }
991
992 return mask; 1156 return mask;
993 } 1157 }
994 1158
995 public void ApplyNextOwnerPermissions() 1159 public void ApplyNextOwnerPermissions()
996 { 1160 {
997 lock (m_items) 1161 foreach (TaskInventoryItem item in m_items.Values)
998 { 1162 {
999 foreach (TaskInventoryItem item in m_items.Values) 1163 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1000 { 1164 {
1001 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1165 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1002 { 1166 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1003 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1167 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1004 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1168 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1005 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1169 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1006 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1170 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1007 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1008 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1009 }
1010 item.CurrentPermissions &= item.NextPermissions;
1011 item.BasePermissions &= item.NextPermissions;
1012 item.EveryonePermissions &= item.NextPermissions;
1013 item.OwnerChanged = true;
1014 } 1171 }
1172 item.OwnerChanged = true;
1173 item.CurrentPermissions &= item.NextPermissions;
1174 item.BasePermissions &= item.NextPermissions;
1175 item.EveryonePermissions &= item.NextPermissions;
1015 } 1176 }
1016 } 1177 }
1017 1178
1018 public void ApplyGodPermissions(uint perms) 1179 public void ApplyGodPermissions(uint perms)
1019 { 1180 {
1020 lock (m_items) 1181 foreach (TaskInventoryItem item in m_items.Values)
1021 { 1182 {
1022 foreach (TaskInventoryItem item in m_items.Values) 1183 item.CurrentPermissions = perms;
1023 { 1184 item.BasePermissions = perms;
1024 item.CurrentPermissions = perms;
1025 item.BasePermissions = perms;
1026 }
1027 } 1185 }
1028 } 1186 }
1029 1187
1030 public bool ContainsScripts() 1188 public bool ContainsScripts()
1031 { 1189 {
1032 lock (m_items) 1190 foreach (TaskInventoryItem item in m_items.Values)
1033 { 1191 {
1034 foreach (TaskInventoryItem item in m_items.Values) 1192 if (item.InvType == (int)InventoryType.LSL)
1035 { 1193 {
1036 if (item.InvType == (int)InventoryType.LSL) 1194 return true;
1037 {
1038 return true;
1039 }
1040 } 1195 }
1041 } 1196 }
1042
1043 return false; 1197 return false;
1044 } 1198 }
1045 1199
@@ -1047,11 +1201,8 @@ namespace OpenSim.Region.Framework.Scenes
1047 { 1201 {
1048 List<UUID> ret = new List<UUID>(); 1202 List<UUID> ret = new List<UUID>();
1049 1203
1050 lock (m_items) 1204 foreach (TaskInventoryItem item in m_items.Values)
1051 { 1205 ret.Add(item.ItemID);
1052 foreach (TaskInventoryItem item in m_items.Values)
1053 ret.Add(item.ItemID);
1054 }
1055 1206
1056 return ret; 1207 return ret;
1057 } 1208 }
@@ -1082,31 +1233,46 @@ namespace OpenSim.Region.Framework.Scenes
1082 1233
1083 public Dictionary<UUID, string> GetScriptStates() 1234 public Dictionary<UUID, string> GetScriptStates()
1084 { 1235 {
1236 return GetScriptStates(false);
1237 }
1238
1239 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1240 {
1085 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1241 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1086 1242
1087 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1243 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1088 if (engines == null) // No engine at all 1244 if (engines == null) // No engine at all
1089 return ret; 1245 return ret;
1090 1246
1091 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1247 Items.LockItemsForRead(true);
1092 1248 foreach (TaskInventoryItem item in m_items.Values)
1093 foreach (TaskInventoryItem item in scripts)
1094 { 1249 {
1095 foreach (IScriptModule e in engines) 1250 if (item.InvType == (int)InventoryType.LSL)
1096 { 1251 {
1097 if (e != null) 1252 foreach (IScriptModule e in engines)
1098 { 1253 {
1099 string n = e.GetXMLState(item.ItemID); 1254 if (e != null)
1100 if (n != String.Empty)
1101 { 1255 {
1102 if (!ret.ContainsKey(item.ItemID)) 1256 string n = e.GetXMLState(item.ItemID);
1103 ret[item.ItemID] = n; 1257 if (n != String.Empty)
1104 break; 1258 {
1259 if (oldIDs)
1260 {
1261 if (!ret.ContainsKey(item.OldItemID))
1262 ret[item.OldItemID] = n;
1263 }
1264 else
1265 {
1266 if (!ret.ContainsKey(item.ItemID))
1267 ret[item.ItemID] = n;
1268 }
1269 break;
1270 }
1105 } 1271 }
1106 } 1272 }
1107 } 1273 }
1108 } 1274 }
1109 1275 Items.LockItemsForRead(false);
1110 return ret; 1276 return ret;
1111 } 1277 }
1112 1278
@@ -1116,21 +1282,27 @@ namespace OpenSim.Region.Framework.Scenes
1116 if (engines == null) 1282 if (engines == null)
1117 return; 1283 return;
1118 1284
1119 List<TaskInventoryItem> scripts = GetInventoryScripts();
1120 1285
1121 foreach (TaskInventoryItem item in scripts) 1286 Items.LockItemsForRead(true);
1287
1288 foreach (TaskInventoryItem item in m_items.Values)
1122 { 1289 {
1123 foreach (IScriptModule engine in engines) 1290 if (item.InvType == (int)InventoryType.LSL)
1124 { 1291 {
1125 if (engine != null) 1292 foreach (IScriptModule engine in engines)
1126 { 1293 {
1127 if (item.OwnerChanged) 1294 if (engine != null)
1128 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1295 {
1129 item.OwnerChanged = false; 1296 if (item.OwnerChanged)
1130 engine.ResumeScript(item.ItemID); 1297 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1298 item.OwnerChanged = false;
1299 engine.ResumeScript(item.ItemID);
1300 }
1131 } 1301 }
1132 } 1302 }
1133 } 1303 }
1304
1305 Items.LockItemsForRead(false);
1134 } 1306 }
1135 } 1307 }
1136} 1308}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 82214bf..24c809b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
87 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
88 /// issue #1716 89 /// issue #1716
89 /// </summary> 90 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
92 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
91 94
92 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
93 96
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes
121 public Vector3 lastKnownAllowedPosition; 124 public Vector3 lastKnownAllowedPosition;
122 public bool sentMessageAboutRestrictedParcelFlyingDown; 125 public bool sentMessageAboutRestrictedParcelFlyingDown;
123 public Vector4 CollisionPlane = Vector4.UnitW; 126 public Vector4 CollisionPlane = Vector4.UnitW;
124 127
128 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
129 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
125 private Vector3 m_lastPosition; 130 private Vector3 m_lastPosition;
131 private Vector3 m_lastWorldPosition;
126 private Quaternion m_lastRotation; 132 private Quaternion m_lastRotation;
127 private Vector3 m_lastVelocity; 133 private Vector3 m_lastVelocity;
128 //private int m_lastTerseSent; 134 //private int m_lastTerseSent;
@@ -153,9 +159,10 @@ namespace OpenSim.Region.Framework.Scenes
153 private int m_perfMonMS; 159 private int m_perfMonMS;
154 160
155 private bool m_setAlwaysRun; 161 private bool m_setAlwaysRun;
156
157 private bool m_forceFly; 162 private bool m_forceFly;
158 private bool m_flyDisabled; 163 private bool m_flyDisabled;
164 private bool m_flyingOld; // add for fly velocity control
165 public bool m_wasFlying; // add for fly velocity control
159 166
160 private float m_speedModifier = 1.0f; 167 private float m_speedModifier = 1.0f;
161 168
@@ -174,7 +181,8 @@ namespace OpenSim.Region.Framework.Scenes
174 protected RegionInfo m_regionInfo; 181 protected RegionInfo m_regionInfo;
175 protected ulong crossingFromRegion; 182 protected ulong crossingFromRegion;
176 183
177 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 184 private readonly Vector3[] Dir_Vectors = new Vector3[11];
185 private bool m_isNudging = false;
178 186
179 // Position of agent's camera in world (region cordinates) 187 // Position of agent's camera in world (region cordinates)
180 protected Vector3 m_CameraCenter; 188 protected Vector3 m_CameraCenter;
@@ -199,17 +207,25 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_autopilotMoving; 207 private bool m_autopilotMoving;
200 private Vector3 m_autoPilotTarget; 208 private Vector3 m_autoPilotTarget;
201 private bool m_sitAtAutoTarget; 209 private bool m_sitAtAutoTarget;
210 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
202 211
203 private string m_nextSitAnimation = String.Empty; 212 private string m_nextSitAnimation = String.Empty;
204 213
205 //PauPaw:Proper PID Controler for autopilot************ 214 //PauPaw:Proper PID Controler for autopilot************
206 private bool m_moveToPositionInProgress; 215 private bool m_moveToPositionInProgress;
207 private Vector3 m_moveToPositionTarget; 216 private Vector3 m_moveToPositionTarget;
217 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
208 218
209 private bool m_followCamAuto; 219 private bool m_followCamAuto;
210 220
211 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
212 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();
213 229
214 private bool CameraConstraintActive; 230 private bool CameraConstraintActive;
215 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
@@ -236,7 +252,9 @@ namespace OpenSim.Region.Framework.Scenes
236 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 252 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
237 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 253 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
238 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 254 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
239 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 255 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
256 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
257 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
240 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 258 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
241 } 259 }
242 260
@@ -443,7 +461,8 @@ namespace OpenSim.Region.Framework.Scenes
443 get 461 get
444 { 462 {
445 PhysicsActor actor = m_physicsActor; 463 PhysicsActor actor = m_physicsActor;
446 if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
447 m_pos = actor.Position; 466 m_pos = actor.Position;
448 else 467 else
449 { 468 {
@@ -492,7 +511,8 @@ namespace OpenSim.Region.Framework.Scenes
492 } 511 }
493 } 512 }
494 513
495 m_pos = value; 514 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
515 m_pos = value;
496 m_parentPosition = Vector3.Zero; 516 m_parentPosition = Vector3.Zero;
497 } 517 }
498 } 518 }
@@ -536,10 +556,39 @@ namespace OpenSim.Region.Framework.Scenes
536 } 556 }
537 } 557 }
538 558
559 public Quaternion OffsetRotation
560 {
561 get { return m_offsetRotation; }
562 set { m_offsetRotation = value; }
563 }
564
539 public Quaternion Rotation 565 public Quaternion Rotation
540 { 566 {
541 get { return m_bodyRot; } 567 get {
542 set { m_bodyRot = value; } 568 if (m_parentID != 0)
569 {
570 if (m_offsetRotation != null)
571 {
572 return m_offsetRotation;
573 }
574 else
575 {
576 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
577 }
578
579 }
580 else
581 {
582 return m_bodyRot;
583 }
584 }
585 set {
586 m_bodyRot = value;
587 if (m_parentID != 0)
588 {
589 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
590 }
591 }
543 } 592 }
544 593
545 public Quaternion PreviousRotation 594 public Quaternion PreviousRotation
@@ -564,11 +613,21 @@ namespace OpenSim.Region.Framework.Scenes
564 613
565 private uint m_parentID; 614 private uint m_parentID;
566 615
616
617 private UUID m_linkedPrim;
618
567 public uint ParentID 619 public uint ParentID
568 { 620 {
569 get { return m_parentID; } 621 get { return m_parentID; }
570 set { m_parentID = value; } 622 set { m_parentID = value; }
571 } 623 }
624
625 public UUID LinkedPrim
626 {
627 get { return m_linkedPrim; }
628 set { m_linkedPrim = value; }
629 }
630
572 public float Health 631 public float Health
573 { 632 {
574 get { return m_health; } 633 get { return m_health; }
@@ -690,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes
690 CreateSceneViewer(); 749 CreateSceneViewer();
691 m_animator = new ScenePresenceAnimator(this); 750 m_animator = new ScenePresenceAnimator(this);
692 } 751 }
693 752
694 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 753 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
695 { 754 {
696 m_rootRegionHandle = reginfo.RegionHandle; 755 m_rootRegionHandle = reginfo.RegionHandle;
@@ -722,10 +781,7 @@ namespace OpenSim.Region.Framework.Scenes
722 m_reprioritization_timer.AutoReset = false; 781 m_reprioritization_timer.AutoReset = false;
723 782
724 AdjustKnownSeeds(); 783 AdjustKnownSeeds();
725
726 // TODO: I think, this won't send anything, as we are still a child here...
727 Animator.TrySetMovementAnimation("STAND"); 784 Animator.TrySetMovementAnimation("STAND");
728
729 // we created a new ScenePresence (a new child agent) in a fresh region. 785 // we created a new ScenePresence (a new child agent) in a fresh region.
730 // Request info about all the (root) agents in this region 786 // Request info about all the (root) agents in this region
731 // Note: This won't send data *to* other clients in that region (children don't send) 787 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -776,25 +832,47 @@ namespace OpenSim.Region.Framework.Scenes
776 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 832 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
777 Dir_Vectors[4] = Vector3.UnitZ; //UP 833 Dir_Vectors[4] = Vector3.UnitZ; //UP
778 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 834 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
779 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 835 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
780 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 836 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
781 Dir_Vectors[7] = -Vector3.UnitX; //BACK 837 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
838 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
839 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
782 } 840 }
783 841
784 private Vector3[] GetWalkDirectionVectors() 842 private Vector3[] GetWalkDirectionVectors()
785 { 843 {
786 Vector3[] vector = new Vector3[9]; 844 Vector3[] vector = new Vector3[11];
787 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 845 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
788 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 846 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
789 vector[2] = Vector3.UnitY; //LEFT 847 vector[2] = Vector3.UnitY; //LEFT
790 vector[3] = -Vector3.UnitY; //RIGHT 848 vector[3] = -Vector3.UnitY; //RIGHT
791 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 849 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
792 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 850 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
793 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 851 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
794 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 852 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
795 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 853 vector[8] = Vector3.UnitY; //LEFT_NUDGE
854 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
855 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
796 return vector; 856 return vector;
797 } 857 }
858
859 private bool[] GetDirectionIsNudge()
860 {
861 bool[] isNudge = new bool[11];
862 isNudge[0] = false; //FORWARD
863 isNudge[1] = false; //BACK
864 isNudge[2] = false; //LEFT
865 isNudge[3] = false; //RIGHT
866 isNudge[4] = false; //UP
867 isNudge[5] = false; //DOWN
868 isNudge[6] = true; //FORWARD_NUDGE
869 isNudge[7] = true; //BACK_NUDGE
870 isNudge[8] = true; //LEFT_NUDGE
871 isNudge[9] = true; //RIGHT_NUDGE
872 isNudge[10] = true; //DOWN_Nudge
873 return isNudge;
874 }
875
798 876
799 #endregion 877 #endregion
800 878
@@ -856,6 +934,54 @@ namespace OpenSim.Region.Framework.Scenes
856 pos.Y = crossedBorder.BorderLine.Z - 1; 934 pos.Y = crossedBorder.BorderLine.Z - 1;
857 } 935 }
858 936
937 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
938 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
939 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
940 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
941 if (land != null)
942 {
943 if (KnownChildRegionHandles.Count == 0)
944 {
945 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
946 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
947 {
948 pos = land.LandData.UserLocation;
949 }
950 }
951
952 land.SendLandUpdateToClient(ControllingClient);
953 }
954
955 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
956 {
957 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
958
959 if (pos.X < 0)
960 {
961 emergencyPos.X = (int)Constants.RegionSize + pos.X;
962 if (!(pos.Y < 0))
963 emergencyPos.Y = pos.Y;
964 if (!(pos.Z < 0))
965 emergencyPos.Z = pos.Z;
966 }
967 if (pos.Y < 0)
968 {
969 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
970 if (!(pos.X < 0))
971 emergencyPos.X = pos.X;
972 if (!(pos.Z < 0))
973 emergencyPos.Z = pos.Z;
974 }
975 if (pos.Z < 0)
976 {
977 emergencyPos.Z = 128;
978 if (!(pos.Y < 0))
979 emergencyPos.Y = pos.Y;
980 if (!(pos.X < 0))
981 emergencyPos.X = pos.X;
982 }
983 }
984
859 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 985 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
860 { 986 {
861 m_log.WarnFormat( 987 m_log.WarnFormat(
@@ -984,12 +1110,17 @@ namespace OpenSim.Region.Framework.Scenes
984 { 1110 {
985 if (PhysicsActor != null) 1111 if (PhysicsActor != null)
986 { 1112 {
987 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1113 try
988 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1114 {
989 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1115 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
990 m_physicsActor.UnSubscribeEvents(); 1116 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
991 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1117 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
992 PhysicsActor = null; 1118 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1119 m_physicsActor.UnSubscribeEvents();
1120 PhysicsActor = null;
1121 }
1122 catch
1123 { }
993 } 1124 }
994 } 1125 }
995 1126
@@ -1000,9 +1131,10 @@ namespace OpenSim.Region.Framework.Scenes
1000 public void Teleport(Vector3 pos) 1131 public void Teleport(Vector3 pos)
1001 { 1132 {
1002 bool isFlying = false; 1133 bool isFlying = false;
1134
1003 if (m_physicsActor != null) 1135 if (m_physicsActor != null)
1004 isFlying = m_physicsActor.Flying; 1136 isFlying = m_physicsActor.Flying;
1005 1137
1006 RemoveFromPhysicalScene(); 1138 RemoveFromPhysicalScene();
1007 Velocity = Vector3.Zero; 1139 Velocity = Vector3.Zero;
1008 AbsolutePosition = pos; 1140 AbsolutePosition = pos;
@@ -1014,6 +1146,7 @@ namespace OpenSim.Region.Framework.Scenes
1014 } 1146 }
1015 1147
1016 SendTerseUpdateToAllClients(); 1148 SendTerseUpdateToAllClients();
1149
1017 } 1150 }
1018 1151
1019 public void TeleportWithMomentum(Vector3 pos) 1152 public void TeleportWithMomentum(Vector3 pos)
@@ -1232,6 +1365,7 @@ namespace OpenSim.Region.Framework.Scenes
1232 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1365 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1233 1366
1234 m_pos = m_LastFinitePos; 1367 m_pos = m_LastFinitePos;
1368
1235 if (!m_pos.IsFinite()) 1369 if (!m_pos.IsFinite())
1236 { 1370 {
1237 m_pos.X = 127f; 1371 m_pos.X = 127f;
@@ -1298,7 +1432,6 @@ namespace OpenSim.Region.Framework.Scenes
1298 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1432 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1299 } 1433 }
1300 } 1434 }
1301
1302 lock (scriptedcontrols) 1435 lock (scriptedcontrols)
1303 { 1436 {
1304 if (scriptedcontrols.Count > 0) 1437 if (scriptedcontrols.Count > 0)
@@ -1313,6 +1446,9 @@ namespace OpenSim.Region.Framework.Scenes
1313 1446
1314 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1447 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1315 { 1448 {
1449 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1450 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1451
1316 // TODO: This doesn't prevent the user from walking yet. 1452 // TODO: This doesn't prevent the user from walking yet.
1317 // Setting parent ID would fix this, if we knew what value 1453 // Setting parent ID would fix this, if we knew what value
1318 // to use. Or we could add a m_isSitting variable. 1454 // to use. Or we could add a m_isSitting variable.
@@ -1361,12 +1497,20 @@ namespace OpenSim.Region.Framework.Scenes
1361 if (actor.Flying != oldflying) 1497 if (actor.Flying != oldflying)
1362 update_movementflag = true; 1498 update_movementflag = true;
1363 1499
1500 if (m_animator.m_jumping) // add for jumping
1501 update_movementflag = true;
1502
1364 if (q != m_bodyRot) 1503 if (q != m_bodyRot)
1365 { 1504 {
1366 m_bodyRot = q; 1505 m_bodyRot = q;
1367 update_rotation = true; 1506 update_rotation = true;
1368 } 1507 }
1369 1508
1509 //guilty until proven innocent..
1510 bool Nudging = true;
1511 //Basically, if there is at least one non-nudge control then we don't need
1512 //to worry about stopping the avatar
1513
1370 if (m_parentID == 0) 1514 if (m_parentID == 0)
1371 { 1515 {
1372 bool bAllowUpdateMoveToPosition = false; 1516 bool bAllowUpdateMoveToPosition = false;
@@ -1381,9 +1525,12 @@ namespace OpenSim.Region.Framework.Scenes
1381 else 1525 else
1382 dirVectors = Dir_Vectors; 1526 dirVectors = Dir_Vectors;
1383 1527
1384 // The fact that m_movementflag is a byte needs to be fixed 1528 bool[] isNudge = GetDirectionIsNudge();
1385 // it really should be a uint 1529
1386 uint nudgehack = 250; 1530
1531
1532
1533
1387 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1534 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1388 { 1535 {
1389 if (((uint)flags & (uint)DCF) != 0) 1536 if (((uint)flags & (uint)DCF) != 0)
@@ -1393,40 +1540,28 @@ namespace OpenSim.Region.Framework.Scenes
1393 try 1540 try
1394 { 1541 {
1395 agent_control_v3 += dirVectors[i]; 1542 agent_control_v3 += dirVectors[i];
1396 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1543 if (isNudge[i] == false)
1544 {
1545 Nudging = false;
1546 }
1397 } 1547 }
1398 catch (IndexOutOfRangeException) 1548 catch (IndexOutOfRangeException)
1399 { 1549 {
1400 // Why did I get this? 1550 // Why did I get this?
1401 } 1551 }
1402 1552
1403 if ((m_movementflag & (byte)(uint)DCF) == 0) 1553 if ((m_movementflag & (uint)DCF) == 0)
1404 { 1554 {
1405 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1406 {
1407 m_movementflag |= (byte)nudgehack;
1408 }
1409 m_movementflag += (byte)(uint)DCF; 1555 m_movementflag += (byte)(uint)DCF;
1410 update_movementflag = true; 1556 update_movementflag = true;
1411 } 1557 }
1412 } 1558 }
1413 else 1559 else
1414 { 1560 {
1415 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1561 if ((m_movementflag & (uint)DCF) != 0)
1416 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1417 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1418 ) // This or is for Nudge forward
1419 { 1562 {
1420 m_movementflag -= ((byte)(uint)DCF); 1563 m_movementflag -= (byte)(uint)DCF;
1421
1422 update_movementflag = true; 1564 update_movementflag = true;
1423 /*
1424 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1425 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1426 {
1427 m_log.Debug("Removed Hack flag");
1428 }
1429 */
1430 } 1565 }
1431 else 1566 else
1432 { 1567 {
@@ -1435,7 +1570,6 @@ namespace OpenSim.Region.Framework.Scenes
1435 } 1570 }
1436 i++; 1571 i++;
1437 } 1572 }
1438
1439 //Paupaw:Do Proper PID for Autopilot here 1573 //Paupaw:Do Proper PID for Autopilot here
1440 if (bResetMoveToPosition) 1574 if (bResetMoveToPosition)
1441 { 1575 {
@@ -1470,6 +1604,9 @@ namespace OpenSim.Region.Framework.Scenes
1470 // Ignore z component of vector 1604 // Ignore z component of vector
1471 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1605 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1472 LocalVectorToTarget2D.Normalize(); 1606 LocalVectorToTarget2D.Normalize();
1607
1608 //We're not nudging
1609 Nudging = false;
1473 agent_control_v3 += LocalVectorToTarget2D; 1610 agent_control_v3 += LocalVectorToTarget2D;
1474 1611
1475 // update avatar movement flags. the avatar coordinate system is as follows: 1612 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1560,13 +1697,13 @@ namespace OpenSim.Region.Framework.Scenes
1560 // m_log.DebugFormat( 1697 // m_log.DebugFormat(
1561 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1698 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1562 1699
1563 AddNewMovement(agent_control_v3, q); 1700 AddNewMovement(agent_control_v3, q, Nudging);
1564 1701
1565 1702
1566 } 1703 }
1567 } 1704 }
1568 1705
1569 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1706 if (update_movementflag && !SitGround)
1570 Animator.UpdateMovementAnimations(); 1707 Animator.UpdateMovementAnimations();
1571 1708
1572 m_scene.EventManager.TriggerOnClientMovement(this); 1709 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1581,7 +1718,6 @@ namespace OpenSim.Region.Framework.Scenes
1581 m_sitAtAutoTarget = false; 1718 m_sitAtAutoTarget = false;
1582 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1719 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1583 //proxy.PCode = (byte)PCode.ParticleSystem; 1720 //proxy.PCode = (byte)PCode.ParticleSystem;
1584
1585 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1721 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1586 proxyObjectGroup.AttachToScene(m_scene); 1722 proxyObjectGroup.AttachToScene(m_scene);
1587 1723
@@ -1623,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1623 } 1759 }
1624 m_moveToPositionInProgress = true; 1760 m_moveToPositionInProgress = true;
1625 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1761 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1626 } 1762 }
1627 catch (Exception ex) 1763 catch (Exception ex)
1628 { 1764 {
1629 //Why did I get this error? 1765 //Why did I get this error?
@@ -1645,7 +1781,7 @@ namespace OpenSim.Region.Framework.Scenes
1645 Velocity = Vector3.Zero; 1781 Velocity = Vector3.Zero;
1646 SendAvatarDataToAllAgents(); 1782 SendAvatarDataToAllAgents();
1647 1783
1648 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1784 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1649 } 1785 }
1650 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1786 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1651 m_requestedSitTargetUUID = UUID.Zero; 1787 m_requestedSitTargetUUID = UUID.Zero;
@@ -1682,42 +1818,77 @@ namespace OpenSim.Region.Framework.Scenes
1682 1818
1683 if (m_parentID != 0) 1819 if (m_parentID != 0)
1684 { 1820 {
1685 m_log.Debug("StandupCode Executed"); 1821 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1686 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1687 if (part != null) 1822 if (part != null)
1688 { 1823 {
1824 part.TaskInventory.LockItemsForRead(true);
1689 TaskInventoryDictionary taskIDict = part.TaskInventory; 1825 TaskInventoryDictionary taskIDict = part.TaskInventory;
1690 if (taskIDict != null) 1826 if (taskIDict != null)
1691 { 1827 {
1692 lock (taskIDict) 1828 foreach (UUID taskID in taskIDict.Keys)
1693 { 1829 {
1694 foreach (UUID taskID in taskIDict.Keys) 1830 UnRegisterControlEventsToScript(LocalId, taskID);
1695 { 1831 taskIDict[taskID].PermsMask &= ~(
1696 UnRegisterControlEventsToScript(LocalId, taskID); 1832 2048 | //PERMISSION_CONTROL_CAMERA
1697 taskIDict[taskID].PermsMask &= ~( 1833 4); // PERMISSION_TAKE_CONTROLS
1698 2048 | //PERMISSION_CONTROL_CAMERA
1699 4); // PERMISSION_TAKE_CONTROLS
1700 }
1701 } 1834 }
1702
1703 } 1835 }
1836 part.TaskInventory.LockItemsForRead(false);
1704 // Reset sit target. 1837 // Reset sit target.
1705 if (part.GetAvatarOnSitTarget() == UUID) 1838 if (part.GetAvatarOnSitTarget() == UUID)
1706 part.SetAvatarOnSitTarget(UUID.Zero); 1839 part.SetAvatarOnSitTarget(UUID.Zero);
1707
1708 m_parentPosition = part.GetWorldPosition(); 1840 m_parentPosition = part.GetWorldPosition();
1709 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1841 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1710 } 1842 }
1843 // part.GetWorldRotation() is the rotation of the object being sat on
1844 // Rotation is the sittiing Av's rotation
1845
1846 Quaternion partRot;
1847// if (part.LinkNum == 1)
1848// { // Root prim of linkset
1849// partRot = part.ParentGroup.RootPart.RotationOffset;
1850// }
1851// else
1852// { // single or child prim
1853
1854// }
1855 if (part == null) //CW: Part may be gone. llDie() for example.
1856 {
1857 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1858 }
1859 else
1860 {
1861 partRot = part.GetWorldRotation();
1862 }
1711 1863
1864 Quaternion partIRot = Quaternion.Inverse(partRot);
1865
1866 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1867 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1868
1869
1712 if (m_physicsActor == null) 1870 if (m_physicsActor == null)
1713 { 1871 {
1714 AddToPhysicalScene(false); 1872 AddToPhysicalScene(false);
1715 } 1873 }
1716 1874 //CW: If the part isn't null then we can set the current position
1717 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1875 if (part != null)
1718 m_parentPosition = Vector3.Zero; 1876 {
1719 1877 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1720 m_parentID = 0; 1878 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1879 part.IsOccupied = false;
1880 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1881 }
1882 else
1883 {
1884 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1885 AbsolutePosition = m_lastWorldPosition;
1886 }
1887
1888 m_parentPosition = Vector3.Zero;
1889 m_parentID = 0;
1890 m_linkedPrim = UUID.Zero;
1891 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1721 SendAvatarDataToAllAgents(); 1892 SendAvatarDataToAllAgents();
1722 m_requestedSitTargetID = 0; 1893 m_requestedSitTargetID = 0;
1723 if (m_physicsActor != null && m_appearance != null) 1894 if (m_physicsActor != null && m_appearance != null)
@@ -1726,7 +1897,6 @@ namespace OpenSim.Region.Framework.Scenes
1726 SetHeight(m_appearance.AvatarHeight); 1897 SetHeight(m_appearance.AvatarHeight);
1727 } 1898 }
1728 } 1899 }
1729
1730 Animator.TrySetMovementAnimation("STAND"); 1900 Animator.TrySetMovementAnimation("STAND");
1731 } 1901 }
1732 1902
@@ -1757,13 +1927,9 @@ namespace OpenSim.Region.Framework.Scenes
1757 Vector3 avSitOffSet = part.SitTargetPosition; 1927 Vector3 avSitOffSet = part.SitTargetPosition;
1758 Quaternion avSitOrientation = part.SitTargetOrientation; 1928 Quaternion avSitOrientation = part.SitTargetOrientation;
1759 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1929 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1760 1930 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1761 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1931 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1762 bool SitTargetisSet = 1932 if (SitTargetisSet && !SitTargetOccupied)
1763 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1764 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1765
1766 if (SitTargetisSet && SitTargetUnOccupied)
1767 { 1933 {
1768 //switch the target to this prim 1934 //switch the target to this prim
1769 return part; 1935 return part;
@@ -1777,84 +1943,164 @@ namespace OpenSim.Region.Framework.Scenes
1777 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1943 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1778 { 1944 {
1779 bool autopilot = true; 1945 bool autopilot = true;
1946 Vector3 autopilotTarget = new Vector3();
1947 Quaternion sitOrientation = Quaternion.Identity;
1780 Vector3 pos = new Vector3(); 1948 Vector3 pos = new Vector3();
1781 Quaternion sitOrientation = pSitOrientation;
1782 Vector3 cameraEyeOffset = Vector3.Zero; 1949 Vector3 cameraEyeOffset = Vector3.Zero;
1783 Vector3 cameraAtOffset = Vector3.Zero; 1950 Vector3 cameraAtOffset = Vector3.Zero;
1784 bool forceMouselook = false; 1951 bool forceMouselook = false;
1785 1952
1786 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1953 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1787 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1954 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1788 if (part != null) 1955 if (part == null) return;
1789 { 1956
1790 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1957 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1791 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1958 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1792 1959
1793 // Is a sit target available? 1960 // part is the prim to sit on
1794 Vector3 avSitOffSet = part.SitTargetPosition; 1961 // offset is the world-ref vector distance from that prim center to the click-spot
1795 Quaternion avSitOrientation = part.SitTargetOrientation; 1962 // UUID is the UUID of the Avatar doing the clicking
1796 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1963
1797 1964 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1798 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1965
1799 bool SitTargetisSet = 1966 // Is a sit target available?
1800 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1967 Vector3 avSitOffSet = part.SitTargetPosition;
1801 ( 1968 Quaternion avSitOrientation = part.SitTargetOrientation;
1802 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1969
1803 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1970 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1804 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1971 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1805 ) 1972 Quaternion partRot;
1806 )); 1973// if (part.LinkNum == 1)
1807 1974// { // Root prim of linkset
1808 if (SitTargetisSet && SitTargetUnOccupied) 1975// partRot = part.ParentGroup.RootPart.RotationOffset;
1809 { 1976// }
1810 part.SetAvatarOnSitTarget(UUID); 1977// else
1811 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1978// { // single or child prim
1812 sitOrientation = avSitOrientation; 1979 partRot = part.GetWorldRotation();
1813 autopilot = false; 1980// }
1814 } 1981 Quaternion partIRot = Quaternion.Inverse(partRot);
1815 1982//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1816 pos = part.AbsolutePosition + offset; 1983 // Sit analysis rewritten by KF 091125
1817 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1984 if (SitTargetisSet) // scipted sit
1818 //{ 1985 {
1819 // offset = pos; 1986 if (!part.IsOccupied)
1820 //autopilot = false; 1987 {
1821 //} 1988//Console.WriteLine("Scripted, unoccupied");
1822 if (m_physicsActor != null) 1989 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1823 { 1990 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1824 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1991
1825 // We can remove the physicsActor until they stand up. 1992 Quaternion nrot = avSitOrientation;
1826 m_sitAvatarHeight = m_physicsActor.Size.Z; 1993 if (!part.IsRoot)
1827
1828 if (autopilot)
1829 { 1994 {
1830 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1995 nrot = part.RotationOffset * avSitOrientation;
1831 {
1832 autopilot = false;
1833
1834 RemoveFromPhysicalScene();
1835 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1836 }
1837 } 1996 }
1838 else 1997 sitOrientation = nrot; // Change rotatione to the scripted one
1998 OffsetRotation = nrot;
1999 autopilot = false; // Jump direct to scripted llSitPos()
2000 }
2001 else
2002 {
2003//Console.WriteLine("Scripted, occupied");
2004 return;
2005 }
2006 }
2007 else // Not Scripted
2008 {
2009 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
2010 {
2011 // large prim & offset, ignore if other Avs sitting
2012// offset.Z -= 0.05f;
2013 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2014 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2015
2016//Console.WriteLine(" offset ={0}", offset);
2017//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2018//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2019
2020 }
2021 else // small offset
2022 {
2023//Console.WriteLine("Small offset");
2024 if (!part.IsOccupied)
2025 {
2026 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2027 autopilotTarget = part.AbsolutePosition;
2028//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2029 }
2030 else return; // occupied small
2031 } // end large/small
2032 } // end Scripted/not
2033 cameraAtOffset = part.GetCameraAtOffset();
2034 cameraEyeOffset = part.GetCameraEyeOffset();
2035 forceMouselook = part.GetForceMouselook();
2036 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2037 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2038
2039 if (m_physicsActor != null)
2040 {
2041 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2042 // We can remove the physicsActor until they stand up.
2043 m_sitAvatarHeight = m_physicsActor.Size.Z;
2044 if (autopilot)
2045 { // its not a scripted sit
2046// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2047 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1839 { 2048 {
2049 autopilot = false; // close enough
2050 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2051 Not using the part's position because returning the AV to the last known standing
2052 position is likely to be more friendly, isn't it? */
1840 RemoveFromPhysicalScene(); 2053 RemoveFromPhysicalScene();
1841 } 2054 Velocity = Vector3.Zero;
2055 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2056 } // else the autopilot will get us close
2057 }
2058 else
2059 { // its a scripted sit
2060 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2061 I *am* using the part's position this time because we have no real idea how far away
2062 the avatar is from the sit target. */
2063 RemoveFromPhysicalScene();
2064 Velocity = Vector3.Zero;
1842 } 2065 }
1843
1844 cameraAtOffset = part.GetCameraAtOffset();
1845 cameraEyeOffset = part.GetCameraEyeOffset();
1846 forceMouselook = part.GetForceMouselook();
1847 } 2066 }
1848 2067 else return; // physactor is null!
1849 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2068
1850 m_requestedSitTargetUUID = targetID; 2069 Vector3 offsetr; // = offset * partIRot;
2070 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2071 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2072 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2073 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2074 //offsetr = offset * partIRot;
2075//
2076 // else
2077 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2078 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2079 // (offset * partRot);
2080 // }
2081
2082//Console.WriteLine(" ");
2083//Console.WriteLine("link number ={0}", part.LinkNum);
2084//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2085//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2086//Console.WriteLine("Click offst ={0}", offset);
2087//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2088//Console.WriteLine("offsetr ={0}", offsetr);
2089//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2090//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2091
2092 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2093 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2094
2095 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1851 // This calls HandleAgentSit twice, once from here, and the client calls 2096 // This calls HandleAgentSit twice, once from here, and the client calls
1852 // HandleAgentSit itself after it gets to the location 2097 // HandleAgentSit itself after it gets to the location
1853 // It doesn't get to the location until we've moved them there though 2098 // It doesn't get to the location until we've moved them there though
1854 // which happens in HandleAgentSit :P 2099 // which happens in HandleAgentSit :P
1855 m_autopilotMoving = autopilot; 2100 m_autopilotMoving = autopilot;
1856 m_autoPilotTarget = pos; 2101 m_autoPilotTarget = autopilotTarget;
1857 m_sitAtAutoTarget = autopilot; 2102 m_sitAtAutoTarget = autopilot;
2103 m_initialSitTarget = autopilotTarget;
1858 if (!autopilot) 2104 if (!autopilot)
1859 HandleAgentSit(remoteClient, UUID); 2105 HandleAgentSit(remoteClient, UUID);
1860 } 2106 }
@@ -2149,47 +2395,130 @@ namespace OpenSim.Region.Framework.Scenes
2149 { 2395 {
2150 if (part != null) 2396 if (part != null)
2151 { 2397 {
2398//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2152 if (part.GetAvatarOnSitTarget() == UUID) 2399 if (part.GetAvatarOnSitTarget() == UUID)
2153 { 2400 {
2401//Console.WriteLine("Scripted Sit");
2402 // Scripted sit
2154 Vector3 sitTargetPos = part.SitTargetPosition; 2403 Vector3 sitTargetPos = part.SitTargetPosition;
2155 Quaternion sitTargetOrient = part.SitTargetOrientation; 2404 Quaternion sitTargetOrient = part.SitTargetOrientation;
2156
2157 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2158 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2159
2160 //Quaternion result = (sitTargetOrient * vq) * nq;
2161
2162 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2405 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2163 m_pos += SIT_TARGET_ADJUSTMENT; 2406 m_pos += SIT_TARGET_ADJUSTMENT;
2407 if (!part.IsRoot)
2408 {
2409 m_pos *= part.RotationOffset;
2410 }
2164 m_bodyRot = sitTargetOrient; 2411 m_bodyRot = sitTargetOrient;
2165 //Rotation = sitTargetOrient;
2166 m_parentPosition = part.AbsolutePosition; 2412 m_parentPosition = part.AbsolutePosition;
2167 2413 part.IsOccupied = true;
2168 //SendTerseUpdateToAllClients(); 2414 part.ParentGroup.AddAvatar(agentID);
2169 } 2415 }
2170 else 2416 else
2171 { 2417 {
2172 m_pos -= part.AbsolutePosition; 2418 // if m_avUnscriptedSitPos is zero then Av sits above center
2419 // Else Av sits at m_avUnscriptedSitPos
2420
2421 // Non-scripted sit by Kitto Flora 21Nov09
2422 // Calculate angle of line from prim to Av
2423 Quaternion partIRot;
2424// if (part.LinkNum == 1)
2425// { // Root prim of linkset
2426// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2427// }
2428// else
2429// { // single or child prim
2430 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2431// }
2432 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2433 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2434 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2435 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2436 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2437 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2438 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2439 // Av sits at world euler <0,0, z>, translated by part rotation
2440 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2441
2173 m_parentPosition = part.AbsolutePosition; 2442 m_parentPosition = part.AbsolutePosition;
2174 } 2443 part.IsOccupied = true;
2444 part.ParentGroup.AddAvatar(agentID);
2445 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2446 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2447 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2448 m_avUnscriptedSitPos; // adds click offset, if any
2449 //Set up raytrace to find top surface of prim
2450 Vector3 size = part.Scale;
2451 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2452 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2453 Vector3 down = new Vector3(0f, 0f, -1f);
2454//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2455 m_scene.PhysicsScene.RaycastWorld(
2456 start, // Vector3 position,
2457 down, // Vector3 direction,
2458 mag, // float length,
2459 SitAltitudeCallback); // retMethod
2460 } // end scripted/not
2175 } 2461 }
2176 else 2462 else // no Av
2177 { 2463 {
2178 return; 2464 return;
2179 } 2465 }
2180 } 2466 }
2181 m_parentID = m_requestedSitTargetID;
2182 2467
2468 //We want our offsets to reference the root prim, not the child we may have sat on
2469 if (!part.IsRoot)
2470 {
2471 m_parentID = part.ParentGroup.RootPart.LocalId;
2472 m_pos += part.OffsetPosition;
2473 }
2474 else
2475 {
2476 m_parentID = m_requestedSitTargetID;
2477 }
2478
2479 m_linkedPrim = part.UUID;
2480 if (part.GetAvatarOnSitTarget() != UUID)
2481 {
2482 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2483 }
2183 Velocity = Vector3.Zero; 2484 Velocity = Vector3.Zero;
2184 RemoveFromPhysicalScene(); 2485 RemoveFromPhysicalScene();
2185
2186 Animator.TrySetMovementAnimation(sitAnimation); 2486 Animator.TrySetMovementAnimation(sitAnimation);
2187 SendAvatarDataToAllAgents(); 2487 SendAvatarDataToAllAgents();
2188 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2189 // So we're also sending a terse update (which has avatar rotation)
2190 // [Update] We do now.
2191 //SendTerseUpdateToAllClients(); 2488 //SendTerseUpdateToAllClients();
2192 } 2489 }
2490
2491 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2492 {
2493 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2494 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2495 if(hitYN)
2496 {
2497 // m_pos = Av offset from prim center to make look like on center
2498 // m_parentPosition = Actual center pos of prim
2499 // collisionPoint = spot on prim where we want to sit
2500 // collisionPoint.Z = global sit surface height
2501 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2502 Quaternion partIRot;
2503// if (part.LinkNum == 1)
2504/// { // Root prim of linkset
2505// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2506// }
2507// else
2508// { // single or child prim
2509 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2510// }
2511 if (m_initialSitTarget != null)
2512 {
2513 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2514 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2515 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2516 m_pos += offset;
2517 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2518 }
2519
2520 }
2521 } // End SitAltitudeCallback KF.
2193 2522
2194 /// <summary> 2523 /// <summary>
2195 /// Event handler for the 'Always run' setting on the client 2524 /// Event handler for the 'Always run' setting on the client
@@ -2219,7 +2548,7 @@ namespace OpenSim.Region.Framework.Scenes
2219 /// </summary> 2548 /// </summary>
2220 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2549 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2221 /// <param name="rotation">The direction in which this avatar should now face. 2550 /// <param name="rotation">The direction in which this avatar should now face.
2222 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2551 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2223 { 2552 {
2224 if (m_isChildAgent) 2553 if (m_isChildAgent)
2225 { 2554 {
@@ -2260,15 +2589,26 @@ namespace OpenSim.Region.Framework.Scenes
2260 Rotation = rotation; 2589 Rotation = rotation;
2261 Vector3 direc = vec * rotation; 2590 Vector3 direc = vec * rotation;
2262 direc.Normalize(); 2591 direc.Normalize();
2592 PhysicsActor actor = m_physicsActor;
2593
2594 if (actor.Flying != m_flyingOld) // add for fly velocity control
2595 {
2596 m_flyingOld = actor.Flying; // add for fly velocity control
2597 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2598 }
2599
2600 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2601
2602 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2263 2603
2264 direc *= 0.03f * 128f * m_speedModifier; 2604 direc *= 0.03f * 128f * m_speedModifier;
2265 2605
2266 PhysicsActor actor = m_physicsActor;
2267 if (actor != null) 2606 if (actor != null)
2268 { 2607 {
2269 if (actor.Flying) 2608 if (actor.Flying)
2270 { 2609 {
2271 direc *= 4.0f; 2610// rm speed mod direc *= 4.0f;
2611 direc *= 5.2f; // for speed mod
2272 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2612 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2273 //bool colliding = (m_physicsActor.IsColliding==true); 2613 //bool colliding = (m_physicsActor.IsColliding==true);
2274 //if (controlland) 2614 //if (controlland)
@@ -2281,22 +2621,34 @@ namespace OpenSim.Region.Framework.Scenes
2281 // m_log.Info("[AGENT]: Stop FLying"); 2621 // m_log.Info("[AGENT]: Stop FLying");
2282 //} 2622 //}
2283 } 2623 }
2624 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2625 {
2626 direc *= 0.0f;
2627 }
2628 /* This jumping section removed to SPA
2284 else if (!actor.Flying && actor.IsColliding) 2629 else if (!actor.Flying && actor.IsColliding)
2285 { 2630 {
2286 if (direc.Z > 2.0f) 2631 if (direc.Z > 2.0f)
2287 { 2632 {
2288 direc.Z *= 3.0f; 2633 if(m_animator.m_animTickJump == -1)
2289 2634 {
2290 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2635 direc.Z *= 3.0f; // jump
2291 Animator.TrySetMovementAnimation("PREJUMP"); 2636 }
2292 Animator.TrySetMovementAnimation("JUMP"); 2637 else
2638 {
2639 direc.Z *= 0.1f; // prejump
2640 }
2641 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2642 Animator.TrySetMovementAnimation("PREJUMP");
2643 Animator.TrySetMovementAnimation("JUMP");
2644 * /
2293 } 2645 }
2294 } 2646 } */
2295 } 2647 }
2296 2648
2297 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2649 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2298 m_forceToApply = direc; 2650 m_forceToApply = direc;
2299 2651 m_isNudging = Nudging;
2300 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2652 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2301 } 2653 }
2302 2654
@@ -2311,7 +2663,7 @@ namespace OpenSim.Region.Framework.Scenes
2311 const float POSITION_TOLERANCE = 0.05f; 2663 const float POSITION_TOLERANCE = 0.05f;
2312 //const int TIME_MS_TOLERANCE = 3000; 2664 //const int TIME_MS_TOLERANCE = 3000;
2313 2665
2314 SendPrimUpdates(); 2666
2315 2667
2316 if (m_isChildAgent == false) 2668 if (m_isChildAgent == false)
2317 { 2669 {
@@ -2341,6 +2693,9 @@ namespace OpenSim.Region.Framework.Scenes
2341 CheckForBorderCrossing(); 2693 CheckForBorderCrossing();
2342 CheckForSignificantMovement(); // sends update to the modules. 2694 CheckForSignificantMovement(); // sends update to the modules.
2343 } 2695 }
2696
2697 //Sending prim updates AFTER the avatar terse updates are sent
2698 SendPrimUpdates();
2344 } 2699 }
2345 2700
2346 #endregion 2701 #endregion
@@ -3089,6 +3444,7 @@ namespace OpenSim.Region.Framework.Scenes
3089 m_callbackURI = cAgent.CallbackURI; 3444 m_callbackURI = cAgent.CallbackURI;
3090 3445
3091 m_pos = cAgent.Position; 3446 m_pos = cAgent.Position;
3447
3092 m_velocity = cAgent.Velocity; 3448 m_velocity = cAgent.Velocity;
3093 m_CameraCenter = cAgent.Center; 3449 m_CameraCenter = cAgent.Center;
3094 m_CameraAtAxis = cAgent.AtAxis; 3450 m_CameraAtAxis = cAgent.AtAxis;
@@ -3207,17 +3563,46 @@ namespace OpenSim.Region.Framework.Scenes
3207 /// </summary> 3563 /// </summary>
3208 public override void UpdateMovement() 3564 public override void UpdateMovement()
3209 { 3565 {
3210 if (m_forceToApply.HasValue) 3566 if (Animator!=null) // add for jumping
3211 { 3567 { // add for jumping
3212 Vector3 force = m_forceToApply.Value; 3568 // if (!m_animator.m_jumping) // add for jumping
3569 // { // add for jumping
3213 3570
3214 m_updateflag = true; 3571 if (m_forceToApply.HasValue) // this section realigned
3215// movementvector = force; 3572 {
3216 Velocity = force;
3217 3573
3218 m_forceToApply = null; 3574 Vector3 force = m_forceToApply.Value;
3219 } 3575 m_updateflag = true;
3220 } 3576if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3577 Velocity = force;
3578//Console.WriteLine("UM1 {0}", Velocity);
3579 m_forceToApply = null;
3580 }
3581 else
3582 {
3583 if (m_isNudging)
3584 {
3585 Vector3 force = Vector3.Zero;
3586
3587 m_updateflag = true;
3588if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3589 Velocity = force;
3590//Console.WriteLine("UM2 {0}", Velocity);
3591 m_isNudging = false;
3592 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3593 }
3594 else // add for jumping
3595 { // add for jumping
3596 Vector3 force = Vector3.Zero; // add for jumping
3597if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3598//Console.WriteLine("UM3 {0}", Velocity);
3599 Velocity = force; // add for jumping
3600 }
3601
3602 }
3603 // } // end realign
3604 } // add for jumping
3605 } // add for jumping
3221 3606
3222 /// <summary> 3607 /// <summary>
3223 /// Adds a physical representation of the avatar to the Physics plugin 3608 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3231,10 +3616,8 @@ namespace OpenSim.Region.Framework.Scenes
3231 3616
3232 Vector3 pVec = AbsolutePosition; 3617 Vector3 pVec = AbsolutePosition;
3233 3618
3234 // Old bug where the height was in centimeters instead of meters
3235 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3619 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3236 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3620 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3237
3238 scene.AddPhysicsActorTaint(m_physicsActor); 3621 scene.AddPhysicsActorTaint(m_physicsActor);
3239 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3622 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3240 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3623 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3258,18 +3641,29 @@ namespace OpenSim.Region.Framework.Scenes
3258 { 3641 {
3259 if (e == null) 3642 if (e == null)
3260 return; 3643 return;
3261 3644
3262 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3645 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3263 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3264 // as of this comment the interval is set in AddToPhysicalScene 3646 // as of this comment the interval is set in AddToPhysicalScene
3265 if (Animator!=null) 3647 if (Animator!=null)
3266 Animator.UpdateMovementAnimations(); 3648 {
3649 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3650 { // else its will lock out other animation changes, like ground sit.
3651 Animator.UpdateMovementAnimations();
3652 m_updateCount--;
3653 }
3654 }
3267 3655
3268 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3656 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3269 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3657 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3270 3658
3271 CollisionPlane = Vector4.UnitW; 3659 CollisionPlane = Vector4.UnitW;
3272 3660
3661 if (m_lastColCount != coldata.Count)
3662 {
3663 m_updateCount = UPDATE_COUNT;
3664 m_lastColCount = coldata.Count;
3665 }
3666
3273 if (coldata.Count != 0 && Animator != null) 3667 if (coldata.Count != 0 && Animator != null)
3274 { 3668 {
3275 switch (Animator.CurrentMovementAnimation) 3669 switch (Animator.CurrentMovementAnimation)
@@ -3299,6 +3693,148 @@ namespace OpenSim.Region.Framework.Scenes
3299 } 3693 }
3300 } 3694 }
3301 3695
3696 List<uint> thisHitColliders = new List<uint>();
3697 List<uint> endedColliders = new List<uint>();
3698 List<uint> startedColliders = new List<uint>();
3699
3700 foreach (uint localid in coldata.Keys)
3701 {
3702 thisHitColliders.Add(localid);
3703 if (!m_lastColliders.Contains(localid))
3704 {
3705 startedColliders.Add(localid);
3706 }
3707 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3708 }
3709
3710 // calculate things that ended colliding
3711 foreach (uint localID in m_lastColliders)
3712 {
3713 if (!thisHitColliders.Contains(localID))
3714 {
3715 endedColliders.Add(localID);
3716 }
3717 }
3718 //add the items that started colliding this time to the last colliders list.
3719 foreach (uint localID in startedColliders)
3720 {
3721 m_lastColliders.Add(localID);
3722 }
3723 // remove things that ended colliding from the last colliders list
3724 foreach (uint localID in endedColliders)
3725 {
3726 m_lastColliders.Remove(localID);
3727 }
3728
3729 // do event notification
3730 if (startedColliders.Count > 0)
3731 {
3732 ColliderArgs StartCollidingMessage = new ColliderArgs();
3733 List<DetectedObject> colliding = new List<DetectedObject>();
3734 foreach (uint localId in startedColliders)
3735 {
3736 if (localId == 0)
3737 continue;
3738
3739 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3740 string data = "";
3741 if (obj != null)
3742 {
3743 DetectedObject detobj = new DetectedObject();
3744 detobj.keyUUID = obj.UUID;
3745 detobj.nameStr = obj.Name;
3746 detobj.ownerUUID = obj.OwnerID;
3747 detobj.posVector = obj.AbsolutePosition;
3748 detobj.rotQuat = obj.GetWorldRotation();
3749 detobj.velVector = obj.Velocity;
3750 detobj.colliderType = 0;
3751 detobj.groupUUID = obj.GroupID;
3752 colliding.Add(detobj);
3753 }
3754 }
3755
3756 if (colliding.Count > 0)
3757 {
3758 StartCollidingMessage.Colliders = colliding;
3759
3760 foreach (SceneObjectGroup att in Attachments)
3761 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3762 }
3763 }
3764
3765 if (endedColliders.Count > 0)
3766 {
3767 ColliderArgs EndCollidingMessage = new ColliderArgs();
3768 List<DetectedObject> colliding = new List<DetectedObject>();
3769 foreach (uint localId in endedColliders)
3770 {
3771 if (localId == 0)
3772 continue;
3773
3774 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3775 string data = "";
3776 if (obj != null)
3777 {
3778 DetectedObject detobj = new DetectedObject();
3779 detobj.keyUUID = obj.UUID;
3780 detobj.nameStr = obj.Name;
3781 detobj.ownerUUID = obj.OwnerID;
3782 detobj.posVector = obj.AbsolutePosition;
3783 detobj.rotQuat = obj.GetWorldRotation();
3784 detobj.velVector = obj.Velocity;
3785 detobj.colliderType = 0;
3786 detobj.groupUUID = obj.GroupID;
3787 colliding.Add(detobj);
3788 }
3789 }
3790
3791 if (colliding.Count > 0)
3792 {
3793 EndCollidingMessage.Colliders = colliding;
3794
3795 foreach (SceneObjectGroup att in Attachments)
3796 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3797 }
3798 }
3799
3800 if (thisHitColliders.Count > 0)
3801 {
3802 ColliderArgs CollidingMessage = new ColliderArgs();
3803 List<DetectedObject> colliding = new List<DetectedObject>();
3804 foreach (uint localId in thisHitColliders)
3805 {
3806 if (localId == 0)
3807 continue;
3808
3809 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3810 string data = "";
3811 if (obj != null)
3812 {
3813 DetectedObject detobj = new DetectedObject();
3814 detobj.keyUUID = obj.UUID;
3815 detobj.nameStr = obj.Name;
3816 detobj.ownerUUID = obj.OwnerID;
3817 detobj.posVector = obj.AbsolutePosition;
3818 detobj.rotQuat = obj.GetWorldRotation();
3819 detobj.velVector = obj.Velocity;
3820 detobj.colliderType = 0;
3821 detobj.groupUUID = obj.GroupID;
3822 colliding.Add(detobj);
3823 }
3824 }
3825
3826 if (colliding.Count > 0)
3827 {
3828 CollidingMessage.Colliders = colliding;
3829
3830 lock (m_attachments)
3831 {
3832 foreach (SceneObjectGroup att in m_attachments)
3833 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3834 }
3835 }
3836 }
3837
3302 if (m_invulnerable) 3838 if (m_invulnerable)
3303 return; 3839 return;
3304 3840
@@ -3724,6 +4260,39 @@ namespace OpenSim.Region.Framework.Scenes
3724 return; 4260 return;
3725 } 4261 }
3726 4262
4263 XmlDocument doc = new XmlDocument();
4264 string stateData = String.Empty;
4265
4266 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4267 if (attServ != null)
4268 {
4269 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4270 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4271 if (stateData != String.Empty)
4272 {
4273 try
4274 {
4275 doc.LoadXml(stateData);
4276 }
4277 catch { }
4278 }
4279 }
4280
4281 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4282
4283 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4284 if (nodes.Count > 0)
4285 {
4286 foreach (XmlNode n in nodes)
4287 {
4288 XmlElement elem = (XmlElement)n;
4289 string itemID = elem.GetAttribute("ItemID");
4290 string xml = elem.InnerXml;
4291
4292 itemData[new UUID(itemID)] = xml;
4293 }
4294 }
4295
3727 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4296 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3728 foreach (AvatarAttachment attach in attachments) 4297 foreach (AvatarAttachment attach in attachments)
3729 { 4298 {
@@ -3744,7 +4313,30 @@ namespace OpenSim.Region.Framework.Scenes
3744 4313
3745 try 4314 try
3746 { 4315 {
3747 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4316 string xmlData;
4317 XmlDocument d = new XmlDocument();
4318 UUID asset;
4319 if (itemData.TryGetValue(itemID, out xmlData))
4320 {
4321 d.LoadXml(xmlData);
4322 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4323
4324 // Rez from inventory
4325 asset
4326 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4327
4328 }
4329 else
4330 {
4331 // Rez from inventory (with a null doc to let
4332 // CHANGED_OWNER happen)
4333 asset
4334 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4335 }
4336
4337 m_log.InfoFormat(
4338 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4339 p, itemID, asset);
3748 } 4340 }
3749 catch (Exception e) 4341 catch (Exception e)
3750 { 4342 {
@@ -3777,6 +4369,15 @@ namespace OpenSim.Region.Framework.Scenes
3777 m_reprioritization_called = false; 4369 m_reprioritization_called = false;
3778 } 4370 }
3779 } 4371 }
4372
4373 private Vector3 Quat2Euler(Quaternion rot){
4374 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4375 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4376 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4377 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4378 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4379 return(new Vector3(x,y,z));
4380 }
3780 4381
3781 public void SaveChangedAttachments() 4382 public void SaveChangedAttachments()
3782 { 4383 {
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 9cf5a39..1fe31b0 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
102 sceneObject.AddPart(part); 102 sceneObject.AddPart(part);
103 part.LinkNum = linkNum; 103 part.LinkNum = linkNum;
104 part.TrimPermissions(); 104 part.TrimPermissions();
105 part.StoreUndoState(); 105 part.StoreUndoState(UndoType.STATE_ALL);
106 reader.Close(); 106 reader.Close();
107 sr.Close(); 107 sr.Close();
108 } 108 }
@@ -220,7 +220,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
220 if (originalLinkNum != 0) 220 if (originalLinkNum != 0)
221 part.LinkNum = originalLinkNum; 221 part.LinkNum = originalLinkNum;
222 222
223 part.StoreUndoState(); 223 part.StoreUndoState(UndoType.STATE_ALL);
224 reader.Close(); 224 reader.Close();
225 sr.Close(); 225 sr.Close();
226 } 226 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249