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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs226
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs267
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs504
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs700
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs293
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs759
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1071
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
19 files changed, 3144 insertions, 1196 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4865481..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 }
@@ -218,48 +230,127 @@ 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 else if (m_animTickJump == -1)
237 {
238 m_animTickJump = 0;
239 return "STAND";
240 }
241 257
242 return m_movementAnimation; 258 return m_movementAnimation;
243 } 259 }
244 260
245 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
246 262
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
247 #region Ground Movement 315 #region Ground Movement
248 316
249 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
250 { 318 {
319 m_falling = false;
251 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
252
253 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
254 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
255 } 330 }
256 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"))
257 { 335 {
258 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
259 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
260 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
261 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
262 340
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
263 m_animTickFall = 0; 354 m_animTickFall = 0;
264 355
265 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -271,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
271 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
272 return "PREJUMP"; 363 return "PREJUMP";
273 } 364 }
274 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
275 { 366 {
276 // Start actual jump 367 // Start actual jump
277 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,37 +375,40 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 m_animTickJump = -1; 375 m_animTickJump = -1;
285 return "JUMP"; 376 return "JUMP";
286 } 377 }
287 else
288 return "JUMP";
289 } 378 }
290 else 379 else
291 { 380 {
292 // Not jumping 381 // Not jumping
293 m_animTickJump = 0; 382 m_animTickJump = 0;
294 383 */
295 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
296 { 385 if (move.X != 0f || move.Y != 0f)
297 // Walking / crouchwalking / running 386 {
298 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
299 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
300 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
301 return "RUN"; 390 if (move.Z < 0f)
302 else 391 return "CROUCHWALK";
303 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
304 } 393 return "RUN";
305 else 394 else
306 { 395 return "WALK";
307 // Not walking
308 if (move.Z < 0f)
309 return "CROUCH";
310 else
311 return "STAND";
312 }
313 } 396 }
314 397// 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
315 #endregion Ground Movement 408 #endregion Ground Movement
316 409
317 //return m_movementAnimation; 410 m_falling = false; // Add for falling
411 return m_movementAnimation;
318 } 412 }
319 413
320 /// <summary> 414 /// <summary>
@@ -323,7 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
323 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
324 { 418 {
325 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
326 TrySetMovementAnimation(m_movementAnimation); 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
421 {
422 // This was the previous behavior before PREJUMP
423 TrySetMovementAnimation("JUMP");
424 }
425 else
426 { removed for jumping */
427 TrySetMovementAnimation(m_movementAnimation);
428// rm for jumping }
327 } 429 }
328 430
329 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 3423542..088839d 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index e04317b..d326141 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;
@@ -770,6 +774,26 @@ namespace OpenSim.Region.Framework.Scenes
770 } 774 }
771 } 775 }
772 } 776 }
777 public void TriggerTerrainUpdate()
778 {
779 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
780 if (handlerTerrainUpdate != null)
781 {
782 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
783 {
784 try
785 {
786 d();
787 }
788 catch (Exception e)
789 {
790 m_log.ErrorFormat(
791 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
792 e.Message, e.StackTrace);
793 }
794 }
795 }
796 }
773 797
774 public void TriggerTerrainTick() 798 public void TriggerTerrainTick()
775 { 799 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 4595a29..657df15 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -158,7 +158,7 @@ namespace OpenSim.Region.Framework.Scenes
158 158
159 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 159 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
160 { 160 {
161 uint pqueue = ComputeDistancePriority(client,entity,true); 161 uint pqueue = ComputeDistancePriority(client,entity,false);
162 162
163 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 163 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
164 if (presence != null) 164 if (presence != null)
@@ -228,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes
228 228
229 for (int i = 0; i < queues - 1; i++) 229 for (int i = 0; i < queues - 1; i++)
230 { 230 {
231 if (distance < 10 * Math.Pow(2.0,i)) 231 if (distance < 30 * Math.Pow(2.0,i))
232 break; 232 break;
233 pqueue++; 233 pqueue++;
234 } 234 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 3c47873..0b92818 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;
@@ -328,6 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
328 { 310 {
329 if (UUID.Zero == transactionID) 311 if (UUID.Zero == transactionID)
330 { 312 {
313 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
331 item.Name = itemUpd.Name; 314 item.Name = itemUpd.Name;
332 item.Description = itemUpd.Description; 315 item.Description = itemUpd.Description;
333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 316 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -700,6 +683,8 @@ namespace OpenSim.Region.Framework.Scenes
700 return; 683 return;
701 } 684 }
702 685
686 if (newName == null) newName = item.Name;
687
703 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 688 AssetBase asset = AssetService.Get(item.AssetID.ToString());
704 689
705 if (asset != null) 690 if (asset != null)
@@ -753,6 +738,24 @@ namespace OpenSim.Region.Framework.Scenes
753 } 738 }
754 739
755 /// <summary> 740 /// <summary>
741 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
742 /// </summary>
743 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
744 {
745 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
746 foreach (InventoryItemBase b in items)
747 {
748 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
749 InventoryItemBase n = InventoryService.GetItem(b);
750 n.Folder = destfolder;
751 moveitems.Add(n);
752 remoteClient.SendInventoryItemCreateUpdate(n, 0);
753 }
754
755 MoveInventoryItem(remoteClient, moveitems);
756 }
757
758 /// <summary>
756 /// Move an item within the agent's inventory. 759 /// Move an item within the agent's inventory.
757 /// </summary> 760 /// </summary>
758 /// <param name="remoteClient"></param> 761 /// <param name="remoteClient"></param>
@@ -1025,8 +1028,12 @@ namespace OpenSim.Region.Framework.Scenes
1025 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 1028 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
1026 { 1029 {
1027 SceneObjectPart part = GetSceneObjectPart(localID); 1030 SceneObjectPart part = GetSceneObjectPart(localID);
1028 SceneObjectGroup group = part.ParentGroup; 1031 SceneObjectGroup group = null;
1029 if (group != null) 1032 if (part != null)
1033 {
1034 group = part.ParentGroup;
1035 }
1036 if (part != null && group != null)
1030 { 1037 {
1031 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 1038 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
1032 return; 1039 return;
@@ -1262,6 +1269,10 @@ namespace OpenSim.Region.Framework.Scenes
1262 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1269 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1263 return; 1270 return;
1264 1271
1272 bool overrideNoMod = false;
1273 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1274 overrideNoMod = true;
1275
1265 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1276 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1266 { 1277 {
1267 // object cannot copy items to an object owned by a different owner 1278 // object cannot copy items to an object owned by a different owner
@@ -1271,7 +1282,7 @@ namespace OpenSim.Region.Framework.Scenes
1271 } 1282 }
1272 1283
1273 // must have both move and modify permission to put an item in an object 1284 // must have both move and modify permission to put an item in an object
1274 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1285 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1275 { 1286 {
1276 return; 1287 return;
1277 } 1288 }
@@ -1330,6 +1341,14 @@ namespace OpenSim.Region.Framework.Scenes
1330 1341
1331 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1342 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1332 { 1343 {
1344 SceneObjectPart destPart = GetSceneObjectPart(destID);
1345 if (destPart != null) // Move into a prim
1346 {
1347 foreach(UUID itemID in items)
1348 MoveTaskInventoryItem(destID, host, itemID);
1349 return destID; // Prim folder ID == prim ID
1350 }
1351
1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1352 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1334 1353
1335 UUID newFolderID = UUID.Random(); 1354 UUID newFolderID = UUID.Random();
@@ -1499,13 +1518,6 @@ namespace OpenSim.Region.Framework.Scenes
1499 { 1518 {
1500 agentTransactions.HandleTaskItemUpdateFromTransaction( 1519 agentTransactions.HandleTaskItemUpdateFromTransaction(
1501 remoteClient, part, transactionID, currentItem); 1520 remoteClient, part, transactionID, currentItem);
1502
1503 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1504 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1505 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1506 remoteClient.SendAgentAlertMessage("Script saved", false);
1507 else
1508 remoteClient.SendAgentAlertMessage("Item saved", false);
1509 } 1521 }
1510 1522
1511 // Base ALWAYS has move 1523 // Base ALWAYS has move
@@ -1646,7 +1658,7 @@ namespace OpenSim.Region.Framework.Scenes
1646 return; 1658 return;
1647 1659
1648 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1660 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1649 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1661 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1650 remoteClient.AgentId); 1662 remoteClient.AgentId);
1651 AssetService.Store(asset); 1663 AssetService.Store(asset);
1652 1664
@@ -1799,23 +1811,32 @@ namespace OpenSim.Region.Framework.Scenes
1799 // build a list of eligible objects 1811 // build a list of eligible objects
1800 List<uint> deleteIDs = new List<uint>(); 1812 List<uint> deleteIDs = new List<uint>();
1801 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1813 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1802 1814 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1803 // Start with true for both, then remove the flags if objects
1804 // that we can't derez are part of the selection
1805 bool permissionToTake = true;
1806 bool permissionToTakeCopy = true;
1807 bool permissionToDelete = true;
1808 1815
1809 foreach (uint localID in localIDs) 1816 foreach (uint localID in localIDs)
1810 { 1817 {
1818 // Start with true for both, then remove the flags if objects
1819 // that we can't derez are part of the selection
1820 bool permissionToTake = true;
1821 bool permissionToTakeCopy = true;
1822 bool permissionToDelete = true;
1823
1811 // Invalid id 1824 // Invalid id
1812 SceneObjectPart part = GetSceneObjectPart(localID); 1825 SceneObjectPart part = GetSceneObjectPart(localID);
1813 if (part == null) 1826 if (part == null)
1827 {
1828 //Client still thinks the object exists, kill it
1829 deleteIDs.Add(localID);
1814 continue; 1830 continue;
1831 }
1815 1832
1816 // Already deleted by someone else 1833 // Already deleted by someone else
1817 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1834 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1835 {
1836 //Client still thinks the object exists, kill it
1837 deleteIDs.Add(localID);
1818 continue; 1838 continue;
1839 }
1819 1840
1820 // Can't delete child prims 1841 // Can't delete child prims
1821 if (part != part.ParentGroup.RootPart) 1842 if (part != part.ParentGroup.RootPart)
@@ -1823,9 +1844,6 @@ namespace OpenSim.Region.Framework.Scenes
1823 1844
1824 SceneObjectGroup grp = part.ParentGroup; 1845 SceneObjectGroup grp = part.ParentGroup;
1825 1846
1826 deleteIDs.Add(localID);
1827 deleteGroups.Add(grp);
1828
1829 if (remoteClient == null) 1847 if (remoteClient == null)
1830 { 1848 {
1831 // Autoreturn has a null client. Nothing else does. So 1849 // Autoreturn has a null client. Nothing else does. So
@@ -1842,80 +1860,104 @@ namespace OpenSim.Region.Framework.Scenes
1842 } 1860 }
1843 else 1861 else
1844 { 1862 {
1845 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1863 if (action == DeRezAction.TakeCopy)
1864 {
1865 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1866 permissionToTakeCopy = false;
1867 }
1868 else
1869 {
1846 permissionToTakeCopy = false; 1870 permissionToTakeCopy = false;
1847 1871 }
1848 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1872 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1849 permissionToTake = false; 1873 permissionToTake = false;
1850 1874
1851 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1875 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1852 permissionToDelete = false; 1876 permissionToDelete = false;
1853 } 1877 }
1854 }
1855 1878
1856 // Handle god perms 1879 // Handle god perms
1857 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1880 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1858 { 1881 {
1859 permissionToTake = true; 1882 permissionToTake = true;
1860 permissionToTakeCopy = true; 1883 permissionToTakeCopy = true;
1861 permissionToDelete = true; 1884 permissionToDelete = true;
1862 } 1885 }
1863 1886
1864 // If we're re-saving, we don't even want to delete 1887 // If we're re-saving, we don't even want to delete
1865 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1888 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1866 permissionToDelete = false; 1889 permissionToDelete = false;
1867 1890
1868 // if we want to take a copy, we also don't want to delete 1891 // if we want to take a copy, we also don't want to delete
1869 // Note: after this point, the permissionToTakeCopy flag 1892 // Note: after this point, the permissionToTakeCopy flag
1870 // becomes irrelevant. It already includes the permissionToTake 1893 // becomes irrelevant. It already includes the permissionToTake
1871 // permission and after excluding no copy items here, we can 1894 // permission and after excluding no copy items here, we can
1872 // just use that. 1895 // just use that.
1873 if (action == DeRezAction.TakeCopy) 1896 if (action == DeRezAction.TakeCopy)
1874 { 1897 {
1875 // If we don't have permission, stop right here 1898 // If we don't have permission, stop right here
1876 if (!permissionToTakeCopy) 1899 if (!permissionToTakeCopy)
1877 return; 1900 return;
1878 1901
1879 permissionToTake = true; 1902 permissionToTake = true;
1880 // Don't delete 1903 // Don't delete
1881 permissionToDelete = false; 1904 permissionToDelete = false;
1882 } 1905 }
1883 1906
1884 if (action == DeRezAction.Return) 1907 if (action == DeRezAction.Return)
1885 {
1886 if (remoteClient != null)
1887 { 1908 {
1888 if (Permissions.CanReturnObjects( 1909 if (remoteClient != null)
1889 null,
1890 remoteClient.AgentId,
1891 deleteGroups))
1892 { 1910 {
1893 permissionToTake = true; 1911 if (Permissions.CanReturnObjects(
1894 permissionToDelete = true; 1912 null,
1895 1913 remoteClient.AgentId,
1896 foreach (SceneObjectGroup g in deleteGroups) 1914 deleteGroups))
1897 { 1915 {
1898 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1916 permissionToTake = true;
1917 permissionToDelete = true;
1918
1919 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1899 } 1920 }
1900 } 1921 }
1922 else // Auto return passes through here with null agent
1923 {
1924 permissionToTake = true;
1925 permissionToDelete = true;
1926 }
1901 } 1927 }
1902 else // Auto return passes through here with null agent 1928
1929 if (permissionToTake && (!permissionToDelete))
1930 takeGroups.Add(grp);
1931
1932 if (permissionToDelete)
1903 { 1933 {
1904 permissionToTake = true; 1934 if (permissionToTake)
1905 permissionToDelete = true; 1935 deleteGroups.Add(grp);
1936 deleteIDs.Add(grp.LocalId);
1906 } 1937 }
1907 } 1938 }
1908 1939
1909 if (permissionToTake) 1940 SendKillObject(deleteIDs);
1941
1942 if (deleteGroups.Count > 0)
1910 { 1943 {
1944 foreach (SceneObjectGroup g in deleteGroups)
1945 deleteIDs.Remove(g.LocalId);
1946
1911 m_asyncSceneObjectDeleter.DeleteToInventory( 1947 m_asyncSceneObjectDeleter.DeleteToInventory(
1912 action, destinationID, deleteGroups, remoteClient, 1948 action, destinationID, deleteGroups, remoteClient,
1913 permissionToDelete); 1949 true);
1950 }
1951 if (takeGroups.Count > 0)
1952 {
1953 m_asyncSceneObjectDeleter.DeleteToInventory(
1954 action, destinationID, takeGroups, remoteClient,
1955 false);
1914 } 1956 }
1915 else if (permissionToDelete) 1957 if (deleteIDs.Count > 0)
1916 { 1958 {
1917 foreach (SceneObjectGroup g in deleteGroups) 1959 foreach (SceneObjectGroup g in deleteGroups)
1918 DeleteSceneObject(g, false); 1960 DeleteSceneObject(g, true);
1919 } 1961 }
1920 } 1962 }
1921 1963
@@ -1967,21 +2009,29 @@ namespace OpenSim.Region.Framework.Scenes
1967 else // oopsies 2009 else // oopsies
1968 item.Folder = UUID.Zero; 2010 item.Folder = UUID.Zero;
1969 2011
2012 // Set up base perms properly
2013 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2014 permsBase &= grp.RootPart.BaseMask;
2015 permsBase |= (uint)PermissionMask.Move;
2016
2017 // Make sure we don't lock it
2018 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2019
1970 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions()) 2020 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1971 { 2021 {
1972 item.BasePermissions = grp.RootPart.NextOwnerMask; 2022 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1973 item.CurrentPermissions = grp.RootPart.NextOwnerMask; 2023 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1974 item.NextPermissions = grp.RootPart.NextOwnerMask; 2024 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1975 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; 2025 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1976 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; 2026 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1977 } 2027 }
1978 else 2028 else
1979 { 2029 {
1980 item.BasePermissions = grp.RootPart.BaseMask; 2030 item.BasePermissions = permsBase;
1981 item.CurrentPermissions = grp.RootPart.OwnerMask; 2031 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1982 item.NextPermissions = grp.RootPart.NextOwnerMask; 2032 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1983 item.EveryOnePermissions = grp.RootPart.EveryoneMask; 2033 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1984 item.GroupPermissions = grp.RootPart.GroupMask; 2034 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1985 } 2035 }
1986 item.CreationDate = Util.UnixTimeSinceEpoch(); 2036 item.CreationDate = Util.UnixTimeSinceEpoch();
1987 2037
@@ -2125,6 +2175,9 @@ namespace OpenSim.Region.Framework.Scenes
2125 2175
2126 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2176 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2127 { 2177 {
2178 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2179 return;
2180
2128 SceneObjectPart part = GetSceneObjectPart(objectID); 2181 SceneObjectPart part = GetSceneObjectPart(objectID);
2129 if (part == null) 2182 if (part == null)
2130 return; 2183 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 4aae13c..254ad05 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
94 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
95 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
96 public bool m_seeIntoBannedRegion = false;
96 public int MaxUndoCount = 5; 97 public int MaxUndoCount = 5;
97 public bool LoginsDisabled = true; 98 public bool LoginsDisabled = true;
98 public bool LoadingPrims; 99 public bool LoadingPrims;
@@ -111,6 +112,7 @@ namespace OpenSim.Region.Framework.Scenes
111 protected ModuleLoader m_moduleLoader; 112 protected ModuleLoader m_moduleLoader;
112 protected AgentCircuitManager m_authenticateHandler; 113 protected AgentCircuitManager m_authenticateHandler;
113 protected SceneCommunicationService m_sceneGridService; 114 protected SceneCommunicationService m_sceneGridService;
115 protected ISnmpModule m_snmpService = null;
114 116
115 protected ISimulationDataService m_SimulationDataService; 117 protected ISimulationDataService m_SimulationDataService;
116 protected IEstateDataService m_EstateDataService; 118 protected IEstateDataService m_EstateDataService;
@@ -167,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 169 private int m_update_events = 1;
168 private int m_update_backup = 200; 170 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 171 private int m_update_terrain = 50;
170// private int m_update_land = 1; 172 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 173 private int m_update_coarse_locations = 50;
172 174
173 private int frameMS; 175 private int frameMS;
@@ -181,6 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
181 private int landMS; 183 private int landMS;
182 private int lastCompletedFrame; 184 private int lastCompletedFrame;
183 185
186 public bool CombineRegions = false;
184 private bool m_physics_enabled = true; 187 private bool m_physics_enabled = true;
185 private bool m_scripts_enabled = true; 188 private bool m_scripts_enabled = true;
186 private string m_defaultScriptEngine; 189 private string m_defaultScriptEngine;
@@ -189,6 +192,8 @@ namespace OpenSim.Region.Framework.Scenes
189 private volatile bool shuttingdown; 192 private volatile bool shuttingdown;
190 193
191 private int m_lastUpdate; 194 private int m_lastUpdate;
195 private int m_lastIncoming;
196 private int m_lastOutgoing;
192 private bool m_firstHeartbeat = true; 197 private bool m_firstHeartbeat = true;
193 198
194 private object m_deleting_scene_object = new object(); 199 private object m_deleting_scene_object = new object();
@@ -241,6 +246,19 @@ namespace OpenSim.Region.Framework.Scenes
241 get { return m_sceneGridService; } 246 get { return m_sceneGridService; }
242 } 247 }
243 248
249 public ISnmpModule SnmpService
250 {
251 get
252 {
253 if (m_snmpService == null)
254 {
255 m_snmpService = RequestModuleInterface<ISnmpModule>();
256 }
257
258 return m_snmpService;
259 }
260 }
261
244 public ISimulationDataService SimulationDataService 262 public ISimulationDataService SimulationDataService
245 { 263 {
246 get 264 get
@@ -569,7 +587,10 @@ namespace OpenSim.Region.Framework.Scenes
569 m_regInfo = regInfo; 587 m_regInfo = regInfo;
570 m_regionHandle = m_regInfo.RegionHandle; 588 m_regionHandle = m_regInfo.RegionHandle;
571 m_regionName = m_regInfo.RegionName; 589 m_regionName = m_regInfo.RegionName;
590 m_datastore = m_regInfo.DataStore;
572 m_lastUpdate = Util.EnvironmentTickCount(); 591 m_lastUpdate = Util.EnvironmentTickCount();
592 m_lastIncoming = 0;
593 m_lastOutgoing = 0;
573 594
574 m_physicalPrim = physicalPrim; 595 m_physicalPrim = physicalPrim;
575 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 596 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -583,6 +604,8 @@ namespace OpenSim.Region.Framework.Scenes
583 #region Region Settings 604 #region Region Settings
584 605
585 // Load region settings 606 // Load region settings
607 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
608
586 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 609 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
587 if (estateDataService != null) 610 if (estateDataService != null)
588 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 611 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -660,9 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
660 //Animation states 683 //Animation states
661 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 684 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
662 // TODO: Change default to true once the feature is supported 685 // TODO: Change default to true once the feature is supported
663 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 686 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
664
665 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 687 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
688
689 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
666 if (RegionInfo.NonphysPrimMax > 0) 690 if (RegionInfo.NonphysPrimMax > 0)
667 { 691 {
668 m_maxNonphys = RegionInfo.NonphysPrimMax; 692 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -694,6 +718,7 @@ namespace OpenSim.Region.Framework.Scenes
694 m_persistAfter *= 10000000; 718 m_persistAfter *= 10000000;
695 719
696 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 720 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
721 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
697 722
698 IConfig packetConfig = m_config.Configs["PacketPool"]; 723 IConfig packetConfig = m_config.Configs["PacketPool"];
699 if (packetConfig != null) 724 if (packetConfig != null)
@@ -703,6 +728,8 @@ namespace OpenSim.Region.Framework.Scenes
703 } 728 }
704 729
705 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 730 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
731 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
732 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
706 733
707 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 734 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
708 if (m_generateMaptiles) 735 if (m_generateMaptiles)
@@ -727,9 +754,9 @@ namespace OpenSim.Region.Framework.Scenes
727 } 754 }
728 } 755 }
729 } 756 }
730 catch 757 catch (Exception e)
731 { 758 {
732 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 759 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
733 } 760 }
734 761
735 #endregion Region Config 762 #endregion Region Config
@@ -1104,7 +1131,9 @@ namespace OpenSim.Region.Framework.Scenes
1104 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1131 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1105 if (HeartbeatThread != null) 1132 if (HeartbeatThread != null)
1106 { 1133 {
1134 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1107 HeartbeatThread.Abort(); 1135 HeartbeatThread.Abort();
1136 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1108 HeartbeatThread = null; 1137 HeartbeatThread = null;
1109 } 1138 }
1110 m_lastUpdate = Util.EnvironmentTickCount(); 1139 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1228,9 +1257,6 @@ namespace OpenSim.Region.Framework.Scenes
1228 { 1257 {
1229 while (!shuttingdown) 1258 while (!shuttingdown)
1230 Update(); 1259 Update();
1231
1232 m_lastUpdate = Util.EnvironmentTickCount();
1233 m_firstHeartbeat = false;
1234 } 1260 }
1235 catch (ThreadAbortException) 1261 catch (ThreadAbortException)
1236 { 1262 {
@@ -1336,12 +1362,12 @@ namespace OpenSim.Region.Framework.Scenes
1336 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1362 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1337 } 1363 }
1338 1364
1339 //if (Frame % m_update_land == 0) 1365 // if (Frame % m_update_land == 0)
1340 //{ 1366 // {
1341 // int ldMS = Util.EnvironmentTickCount(); 1367 // int ldMS = Util.EnvironmentTickCount();
1342 // UpdateLand(); 1368 // UpdateLand();
1343 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1369 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1344 //} 1370 // }
1345 1371
1346 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1372 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1347 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1373 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@@ -1407,12 +1433,16 @@ namespace OpenSim.Region.Framework.Scenes
1407 maintc = Util.EnvironmentTickCountSubtract(maintc); 1433 maintc = Util.EnvironmentTickCountSubtract(maintc);
1408 maintc = (int)(m_timespan * 1000) - maintc; 1434 maintc = (int)(m_timespan * 1000) - maintc;
1409 1435
1436
1437 m_lastUpdate = Util.EnvironmentTickCount();
1438 m_firstHeartbeat = false;
1439
1410 if (maintc > 0) 1440 if (maintc > 0)
1411 Thread.Sleep(maintc); 1441 Thread.Sleep(maintc);
1412 1442
1413 // Tell the watchdog that this thread is still alive 1443 // Tell the watchdog that this thread is still alive
1414 Watchdog.UpdateThread(); 1444 Watchdog.UpdateThread();
1415 } 1445 }
1416 1446
1417 public void AddGroupTarget(SceneObjectGroup grp) 1447 public void AddGroupTarget(SceneObjectGroup grp)
1418 { 1448 {
@@ -1428,9 +1458,9 @@ namespace OpenSim.Region.Framework.Scenes
1428 1458
1429 private void CheckAtTargets() 1459 private void CheckAtTargets()
1430 { 1460 {
1431 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1461 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1432 lock (m_groupsWithTargets) 1462 lock (m_groupsWithTargets)
1433 objs = m_groupsWithTargets.Values; 1463 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1434 1464
1435 foreach (SceneObjectGroup entry in objs) 1465 foreach (SceneObjectGroup entry in objs)
1436 entry.checkAtTargets(); 1466 entry.checkAtTargets();
@@ -1753,14 +1783,24 @@ namespace OpenSim.Region.Framework.Scenes
1753 /// <returns></returns> 1783 /// <returns></returns>
1754 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1784 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1755 { 1785 {
1786
1787 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1788 Vector3 wpos = Vector3.Zero;
1789 // Check for water surface intersection from above
1790 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1791 {
1792 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1793 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1794 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1795 wpos.Z = wheight;
1796 }
1797
1756 Vector3 pos = Vector3.Zero; 1798 Vector3 pos = Vector3.Zero;
1757 if (RayEndIsIntersection == (byte)1) 1799 if (RayEndIsIntersection == (byte)1)
1758 { 1800 {
1759 pos = RayEnd; 1801 pos = RayEnd;
1760 return pos;
1761 } 1802 }
1762 1803 else if (RayTargetID != UUID.Zero)
1763 if (RayTargetID != UUID.Zero)
1764 { 1804 {
1765 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1805 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1766 1806
@@ -1782,7 +1822,7 @@ namespace OpenSim.Region.Framework.Scenes
1782 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1822 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1783 1823
1784 // Un-comment out the following line to Get Raytrace results printed to the console. 1824 // Un-comment out the following line to Get Raytrace results printed to the console.
1785 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1825 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1786 float ScaleOffset = 0.5f; 1826 float ScaleOffset = 0.5f;
1787 1827
1788 // If we hit something 1828 // If we hit something
@@ -1805,13 +1845,10 @@ namespace OpenSim.Region.Framework.Scenes
1805 //pos.Z -= 0.25F; 1845 //pos.Z -= 0.25F;
1806 1846
1807 } 1847 }
1808
1809 return pos;
1810 } 1848 }
1811 else 1849 else
1812 { 1850 {
1813 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1851 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1814
1815 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1852 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1816 1853
1817 // Un-comment the following line to print the raytrace results to the console. 1854 // Un-comment the following line to print the raytrace results to the console.
@@ -1820,13 +1857,12 @@ namespace OpenSim.Region.Framework.Scenes
1820 if (ei.HitTF) 1857 if (ei.HitTF)
1821 { 1858 {
1822 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1859 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1823 } else 1860 }
1861 else
1824 { 1862 {
1825 // fall back to our stupid functionality 1863 // fall back to our stupid functionality
1826 pos = RayEnd; 1864 pos = RayEnd;
1827 } 1865 }
1828
1829 return pos;
1830 } 1866 }
1831 } 1867 }
1832 else 1868 else
@@ -1837,8 +1873,12 @@ namespace OpenSim.Region.Framework.Scenes
1837 //increase height so its above the ground. 1873 //increase height so its above the ground.
1838 //should be getting the normal of the ground at the rez point and using that? 1874 //should be getting the normal of the ground at the rez point and using that?
1839 pos.Z += scale.Z / 2f; 1875 pos.Z += scale.Z / 2f;
1840 return pos; 1876// return pos;
1841 } 1877 }
1878
1879 // check against posible water intercept
1880 if (wpos.Z > pos.Z) pos = wpos;
1881 return pos;
1842 } 1882 }
1843 1883
1844 1884
@@ -1918,7 +1958,10 @@ namespace OpenSim.Region.Framework.Scenes
1918 public bool AddRestoredSceneObject( 1958 public bool AddRestoredSceneObject(
1919 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1959 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1920 { 1960 {
1921 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1961 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1962 if (result)
1963 sceneObject.IsDeleted = false;
1964 return result;
1922 } 1965 }
1923 1966
1924 /// <summary> 1967 /// <summary>
@@ -2008,6 +2051,15 @@ namespace OpenSim.Region.Framework.Scenes
2008 /// </summary> 2051 /// </summary>
2009 public void DeleteAllSceneObjects() 2052 public void DeleteAllSceneObjects()
2010 { 2053 {
2054 DeleteAllSceneObjects(false);
2055 }
2056
2057 /// <summary>
2058 /// Delete every object from the scene. This does not include attachments worn by avatars.
2059 /// </summary>
2060 public void DeleteAllSceneObjects(bool exceptNoCopy)
2061 {
2062 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2011 lock (Entities) 2063 lock (Entities)
2012 { 2064 {
2013 EntityBase[] entities = Entities.GetEntities(); 2065 EntityBase[] entities = Entities.GetEntities();
@@ -2016,11 +2068,24 @@ namespace OpenSim.Region.Framework.Scenes
2016 if (e is SceneObjectGroup) 2068 if (e is SceneObjectGroup)
2017 { 2069 {
2018 SceneObjectGroup sog = (SceneObjectGroup)e; 2070 SceneObjectGroup sog = (SceneObjectGroup)e;
2019 if (!sog.IsAttachment) 2071 if (sog != null && !sog.IsAttachment)
2020 DeleteSceneObject((SceneObjectGroup)e, false); 2072 {
2073 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2074 {
2075 DeleteSceneObject((SceneObjectGroup)e, false);
2076 }
2077 else
2078 {
2079 toReturn.Add((SceneObjectGroup)e);
2080 }
2081 }
2021 } 2082 }
2022 } 2083 }
2023 } 2084 }
2085 if (toReturn.Count > 0)
2086 {
2087 returnObjects(toReturn.ToArray(), UUID.Zero);
2088 }
2024 } 2089 }
2025 2090
2026 /// <summary> 2091 /// <summary>
@@ -2069,6 +2134,8 @@ namespace OpenSim.Region.Framework.Scenes
2069 } 2134 }
2070 2135
2071 group.DeleteGroupFromScene(silent); 2136 group.DeleteGroupFromScene(silent);
2137 if (!silent)
2138 SendKillObject(new List<uint>() { group.LocalId });
2072 2139
2073// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2140// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2074 } 2141 }
@@ -2421,10 +2488,17 @@ namespace OpenSim.Region.Framework.Scenes
2421 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2488 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2422 public bool AddSceneObject(SceneObjectGroup sceneObject) 2489 public bool AddSceneObject(SceneObjectGroup sceneObject)
2423 { 2490 {
2491 if (sceneObject.OwnerID == UUID.Zero)
2492 {
2493 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2494 return false;
2495 }
2496
2424 // If the user is banned, we won't let any of their objects 2497 // If the user is banned, we won't let any of their objects
2425 // enter. Period. 2498 // enter. Period.
2426 // 2499 //
2427 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2500 int flags = GetUserFlags(sceneObject.OwnerID);
2501 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2428 { 2502 {
2429 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2503 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2430 "banned avatar"); 2504 "banned avatar");
@@ -2468,15 +2542,28 @@ namespace OpenSim.Region.Framework.Scenes
2468 2542
2469 if (AttachmentsModule != null) 2543 if (AttachmentsModule != null)
2470 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2544 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2545
2546 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2471 } 2547 }
2472 else 2548 else
2473 { 2549 {
2550 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2474 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2551 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2475 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2552 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2476 } 2553 }
2554 if (sceneObject.OwnerID == UUID.Zero)
2555 {
2556 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2557 return false;
2558 }
2477 } 2559 }
2478 else 2560 else
2479 { 2561 {
2562 if (sceneObject.OwnerID == UUID.Zero)
2563 {
2564 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2565 return false;
2566 }
2480 AddRestoredSceneObject(sceneObject, true, false); 2567 AddRestoredSceneObject(sceneObject, true, false);
2481 2568
2482 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2569 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2506,6 +2593,24 @@ namespace OpenSim.Region.Framework.Scenes
2506 return 2; // StateSource.PrimCrossing 2593 return 2; // StateSource.PrimCrossing
2507 } 2594 }
2508 2595
2596 public int GetUserFlags(UUID user)
2597 {
2598 //Unfortunately the SP approach means that the value is cached until region is restarted
2599 /*
2600 ScenePresence sp;
2601 if (TryGetScenePresence(user, out sp))
2602 {
2603 return sp.UserFlags;
2604 }
2605 else
2606 {
2607 */
2608 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2609 if (uac == null)
2610 return 0;
2611 return uac.UserFlags;
2612 //}
2613 }
2509 #endregion 2614 #endregion
2510 2615
2511 #region Add/Remove Avatar Methods 2616 #region Add/Remove Avatar Methods
@@ -2526,6 +2631,7 @@ namespace OpenSim.Region.Framework.Scenes
2526 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2631 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2527 2632
2528 CheckHeartbeat(); 2633 CheckHeartbeat();
2634 ScenePresence presence;
2529 2635
2530 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2636 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2531 { 2637 {
@@ -2549,12 +2655,19 @@ namespace OpenSim.Region.Framework.Scenes
2549 } 2655 }
2550 } 2656 }
2551 2657
2552 if (GetScenePresence(client.AgentId) != null) 2658 if (TryGetScenePresence(client.AgentId, out presence))
2553 { 2659 {
2554 m_LastLogin = Util.EnvironmentTickCount(); 2660 m_LastLogin = Util.EnvironmentTickCount();
2555 EventManager.TriggerOnNewClient(client); 2661 EventManager.TriggerOnNewClient(client);
2556 if (vialogin) 2662 if (vialogin)
2663 {
2557 EventManager.TriggerOnClientLogin(client); 2664 EventManager.TriggerOnClientLogin(client);
2665
2666 // Send initial parcel data
2667 Vector3 pos = presence.AbsolutePosition;
2668 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2669 land.SendLandUpdateToClient(presence.ControllingClient);
2670 }
2558 } 2671 }
2559 } 2672 }
2560 2673
@@ -2605,19 +2718,12 @@ namespace OpenSim.Region.Framework.Scenes
2605 // and the scene presence and the client, if they exist 2718 // and the scene presence and the client, if they exist
2606 try 2719 try
2607 { 2720 {
2608 // We need to wait for the client to make UDP contact first. 2721 ScenePresence sp = GetScenePresence(agentID);
2609 // It's the UDP contact that creates the scene presence 2722 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2610 ScenePresence sp = WaitGetScenePresence(agentID); 2723
2611 if (sp != null) 2724 if (sp != null)
2612 {
2613 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2614
2615 sp.ControllingClient.Close(); 2725 sp.ControllingClient.Close();
2616 } 2726
2617 else
2618 {
2619 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2620 }
2621 // BANG! SLASH! 2727 // BANG! SLASH!
2622 m_authenticateHandler.RemoveCircuit(agentID); 2728 m_authenticateHandler.RemoveCircuit(agentID);
2623 2729
@@ -2717,6 +2823,7 @@ namespace OpenSim.Region.Framework.Scenes
2717 client.OnFetchInventory += HandleFetchInventory; 2823 client.OnFetchInventory += HandleFetchInventory;
2718 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2824 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2719 client.OnCopyInventoryItem += CopyInventoryItem; 2825 client.OnCopyInventoryItem += CopyInventoryItem;
2826 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2720 client.OnMoveInventoryItem += MoveInventoryItem; 2827 client.OnMoveInventoryItem += MoveInventoryItem;
2721 client.OnRemoveInventoryItem += RemoveInventoryItem; 2828 client.OnRemoveInventoryItem += RemoveInventoryItem;
2722 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2829 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2895,15 +3002,16 @@ namespace OpenSim.Region.Framework.Scenes
2895 /// </summary> 3002 /// </summary>
2896 /// <param name="agentId">The avatar's Unique ID</param> 3003 /// <param name="agentId">The avatar's Unique ID</param>
2897 /// <param name="client">The IClientAPI for the client</param> 3004 /// <param name="client">The IClientAPI for the client</param>
2898 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3005 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2899 { 3006 {
2900 if (m_teleportModule != null) 3007 if (m_teleportModule != null)
2901 m_teleportModule.TeleportHome(agentId, client); 3008 return m_teleportModule.TeleportHome(agentId, client);
2902 else 3009 else
2903 { 3010 {
2904 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3011 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2905 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3012 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2906 } 3013 }
3014 return false;
2907 } 3015 }
2908 3016
2909 /// <summary> 3017 /// <summary>
@@ -3002,6 +3110,16 @@ namespace OpenSim.Region.Framework.Scenes
3002 /// <param name="flags"></param> 3110 /// <param name="flags"></param>
3003 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3111 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3004 { 3112 {
3113 //Add half the avatar's height so that the user doesn't fall through prims
3114 ScenePresence presence;
3115 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3116 {
3117 if (presence.Appearance != null)
3118 {
3119 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3120 }
3121 }
3122
3005 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3123 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3006 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3124 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3007 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3125 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3078,7 +3196,9 @@ namespace OpenSim.Region.Framework.Scenes
3078 regions.Remove(RegionInfo.RegionHandle); 3196 regions.Remove(RegionInfo.RegionHandle);
3079 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3197 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3080 } 3198 }
3199 m_log.Debug("[Scene] Beginning ClientClosed");
3081 m_eventManager.TriggerClientClosed(agentID, this); 3200 m_eventManager.TriggerClientClosed(agentID, this);
3201 m_log.Debug("[Scene] Finished ClientClosed");
3082 } 3202 }
3083 catch (NullReferenceException) 3203 catch (NullReferenceException)
3084 { 3204 {
@@ -3086,7 +3206,12 @@ namespace OpenSim.Region.Framework.Scenes
3086 // Avatar is already disposed :/ 3206 // Avatar is already disposed :/
3087 } 3207 }
3088 3208
3209 m_log.Debug("[Scene] Beginning OnRemovePresence");
3089 m_eventManager.TriggerOnRemovePresence(agentID); 3210 m_eventManager.TriggerOnRemovePresence(agentID);
3211 m_log.Debug("[Scene] Finished OnRemovePresence");
3212
3213 if (avatar != null && (!avatar.IsChildAgent))
3214 avatar.SaveChangedAttachments();
3090 3215
3091 if (avatar != null && (!avatar.IsChildAgent)) 3216 if (avatar != null && (!avatar.IsChildAgent))
3092 avatar.SaveChangedAttachments(); 3217 avatar.SaveChangedAttachments();
@@ -3095,7 +3220,7 @@ namespace OpenSim.Region.Framework.Scenes
3095 delegate(IClientAPI client) 3220 delegate(IClientAPI client)
3096 { 3221 {
3097 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3222 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3098 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3223 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3099 catch (NullReferenceException) { } 3224 catch (NullReferenceException) { }
3100 }); 3225 });
3101 3226
@@ -3106,8 +3231,11 @@ namespace OpenSim.Region.Framework.Scenes
3106 } 3231 }
3107 3232
3108 // Remove the avatar from the scene 3233 // Remove the avatar from the scene
3234 m_log.Debug("[Scene] Begin RemoveScenePresence");
3109 m_sceneGraph.RemoveScenePresence(agentID); 3235 m_sceneGraph.RemoveScenePresence(agentID);
3236 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3110 m_clientManager.Remove(agentID); 3237 m_clientManager.Remove(agentID);
3238 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3111 3239
3112 try 3240 try
3113 { 3241 {
@@ -3121,9 +3249,10 @@ namespace OpenSim.Region.Framework.Scenes
3121 { 3249 {
3122 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3250 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3123 } 3251 }
3124 3252 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3125 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3253 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3126 CleanDroppedAttachments(); 3254 CleanDroppedAttachments();
3255 m_log.Debug("[Scene] The avatar has left the building");
3127 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3256 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3128 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3257 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3129 } 3258 }
@@ -3154,18 +3283,24 @@ namespace OpenSim.Region.Framework.Scenes
3154 3283
3155 #region Entities 3284 #region Entities
3156 3285
3157 public void SendKillObject(uint localID) 3286 public void SendKillObject(List<uint> localIDs)
3158 { 3287 {
3159 SceneObjectPart part = GetSceneObjectPart(localID); 3288 List<uint> deleteIDs = new List<uint>();
3160 if (part != null) // It is a prim 3289
3290 foreach (uint localID in localIDs)
3161 { 3291 {
3162 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3292 SceneObjectPart part = GetSceneObjectPart(localID);
3293 if (part != null) // It is a prim
3163 { 3294 {
3164 if (part.ParentGroup.RootPart != part) // Child part 3295 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3165 return; 3296 {
3297 if (part.ParentGroup.RootPart != part) // Child part
3298 continue;
3299 }
3166 } 3300 }
3301 deleteIDs.Add(localID);
3167 } 3302 }
3168 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3303 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3169 } 3304 }
3170 3305
3171 #endregion 3306 #endregion
@@ -3183,7 +3318,6 @@ namespace OpenSim.Region.Framework.Scenes
3183 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3318 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3184 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3319 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3185 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3320 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3186 m_sceneGridService.KiPrimitive += SendKillObject;
3187 m_sceneGridService.OnGetLandData += GetLandData; 3321 m_sceneGridService.OnGetLandData += GetLandData;
3188 } 3322 }
3189 3323
@@ -3192,7 +3326,6 @@ namespace OpenSim.Region.Framework.Scenes
3192 /// </summary> 3326 /// </summary>
3193 public void UnRegisterRegionWithComms() 3327 public void UnRegisterRegionWithComms()
3194 { 3328 {
3195 m_sceneGridService.KiPrimitive -= SendKillObject;
3196 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3329 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3197 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3330 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3198 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3331 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3272,13 +3405,16 @@ namespace OpenSim.Region.Framework.Scenes
3272 sp = null; 3405 sp = null;
3273 } 3406 }
3274 3407
3275 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3276 3408
3277 //On login test land permisions 3409 //On login test land permisions
3278 if (vialogin) 3410 if (vialogin)
3279 { 3411 {
3280 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3412 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3413 if (cache != null)
3414 cache.Remove(agent.firstname + " " + agent.lastname);
3415 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3281 { 3416 {
3417 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3282 return false; 3418 return false;
3283 } 3419 }
3284 } 3420 }
@@ -3301,8 +3437,13 @@ namespace OpenSim.Region.Framework.Scenes
3301 3437
3302 try 3438 try
3303 { 3439 {
3304 if (!AuthorizeUser(agent, out reason)) 3440 // Always check estate if this is a login. Always
3305 return false; 3441 // check if banned regions are to be blacked out.
3442 if (vialogin || (!m_seeIntoBannedRegion))
3443 {
3444 if (!AuthorizeUser(agent.AgentID, out reason))
3445 return false;
3446 }
3306 } 3447 }
3307 catch (Exception e) 3448 catch (Exception e)
3308 { 3449 {
@@ -3405,6 +3546,8 @@ namespace OpenSim.Region.Framework.Scenes
3405 } 3546 }
3406 } 3547 }
3407 // Honor parcel landing type and position. 3548 // Honor parcel landing type and position.
3549 /*
3550 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3408 if (land != null) 3551 if (land != null)
3409 { 3552 {
3410 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3553 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3412,26 +3555,34 @@ namespace OpenSim.Region.Framework.Scenes
3412 agent.startpos = land.LandData.UserLocation; 3555 agent.startpos = land.LandData.UserLocation;
3413 } 3556 }
3414 } 3557 }
3558 */// This is now handled properly in ScenePresence.MakeRootAgent
3415 } 3559 }
3416 3560
3417 return true; 3561 return true;
3418 } 3562 }
3419 3563
3420 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3564 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3421 { 3565 {
3422 3566 reason = String.Empty;
3423 bool banned = land.IsBannedFromLand(agent.AgentID); 3567 if (Permissions.IsGod(agentID))
3424 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3568 return true;
3569
3570 ILandObject land = LandChannel.GetLandObject(posX, posY);
3571 if (land == null)
3572 return false;
3573
3574 bool banned = land.IsBannedFromLand(agentID);
3575 bool restricted = land.IsRestrictedFromLand(agentID);
3425 3576
3426 if (banned || restricted) 3577 if (banned || restricted)
3427 { 3578 {
3428 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3579 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3429 if (nearestParcel != null) 3580 if (nearestParcel != null)
3430 { 3581 {
3431 //Move agent to nearest allowed 3582 //Move agent to nearest allowed
3432 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3583 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3433 agent.startpos.X = newPosition.X; 3584 posX = newPosition.X;
3434 agent.startpos.Y = newPosition.Y; 3585 posY = newPosition.Y;
3435 } 3586 }
3436 else 3587 else
3437 { 3588 {
@@ -3487,19 +3638,19 @@ namespace OpenSim.Region.Framework.Scenes
3487 /// <param name="reason">outputs the reason to this string</param> 3638 /// <param name="reason">outputs the reason to this string</param>
3488 /// <returns>True if the region accepts this agent. False if it does not. False will 3639 /// <returns>True if the region accepts this agent. False if it does not. False will
3489 /// also return a reason.</returns> 3640 /// also return a reason.</returns>
3490 protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) 3641 protected virtual bool AuthorizeUser(UUID agentID, out string reason)
3491 { 3642 {
3492 reason = String.Empty; 3643 reason = String.Empty;
3493 3644
3494 if (!m_strictAccessControl) return true; 3645 if (!m_strictAccessControl) return true;
3495 if (Permissions.IsGod(agent.AgentID)) return true; 3646 if (Permissions.IsGod(agentID)) return true;
3496 3647
3497 if (AuthorizationService != null) 3648 if (AuthorizationService != null)
3498 { 3649 {
3499 if (!AuthorizationService.IsAuthorizedForRegion(agent.AgentID.ToString(), RegionInfo.RegionID.ToString(),out reason)) 3650 if (!AuthorizationService.IsAuthorizedForRegion(agentID.ToString(), RegionInfo.RegionID.ToString(),out reason))
3500 { 3651 {
3501 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3652 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the region",
3502 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3653 agentID, RegionInfo.RegionName);
3503 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName); 3654 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName);
3504 return false; 3655 return false;
3505 } 3656 }
@@ -3507,10 +3658,26 @@ namespace OpenSim.Region.Framework.Scenes
3507 3658
3508 if (m_regInfo.EstateSettings != null) 3659 if (m_regInfo.EstateSettings != null)
3509 { 3660 {
3510 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3661 int flags = GetUserFlags(agentID);
3662 if (m_regInfo.EstateSettings.IsBanned(agentID, flags))
3511 { 3663 {
3512 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3664 //Add some more info to help users
3513 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3665 if (!m_regInfo.EstateSettings.IsBanned(agentID, 32))
3666 {
3667 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the region requires age verification",
3668 agentID, RegionInfo.RegionName);
3669 reason = String.Format("Denied access to region {0}: Region requires age verification", RegionInfo.RegionName);
3670 return false;
3671 }
3672 if (!m_regInfo.EstateSettings.IsBanned(agentID, 4))
3673 {
3674 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} {1} because the region requires payment info on file",
3675 agentID, RegionInfo.RegionName);
3676 reason = String.Format("Denied access to region {0}: Region requires payment info on file", RegionInfo.RegionName);
3677 return false;
3678 }
3679 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {3} because the user is on the banlist",
3680 agentID, RegionInfo.RegionName);
3514 reason = String.Format("Denied access to region {0}: You have been banned from that region.", 3681 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
3515 RegionInfo.RegionName); 3682 RegionInfo.RegionName);
3516 return false; 3683 return false;
@@ -3527,7 +3694,7 @@ namespace OpenSim.Region.Framework.Scenes
3527 if (groupsModule != null) 3694 if (groupsModule != null)
3528 { 3695 {
3529 GroupMembershipData[] GroupMembership = 3696 GroupMembershipData[] GroupMembership =
3530 groupsModule.GetMembershipData(agent.AgentID); 3697 groupsModule.GetMembershipData(agentID);
3531 3698
3532 if (GroupMembership != null) 3699 if (GroupMembership != null)
3533 { 3700 {
@@ -3556,44 +3723,16 @@ namespace OpenSim.Region.Framework.Scenes
3556 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 3723 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
3557 3724
3558 if (!m_regInfo.EstateSettings.PublicAccess && 3725 if (!m_regInfo.EstateSettings.PublicAccess &&
3559 !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && 3726 !m_regInfo.EstateSettings.HasAccess(agentID) &&
3560 !groupAccess) 3727 !groupAccess)
3561 { 3728 {
3562 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 3729 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the estate",
3563 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3730 agentID, RegionInfo.RegionName);
3564 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 3731 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3565 RegionInfo.RegionName); 3732 RegionInfo.RegionName);
3566 return false; 3733 return false;
3567 } 3734 }
3568 3735
3569 // TODO: estate/region settings are not properly hooked up
3570 // to ILandObject.isRestrictedFromLand()
3571 // if (null != LandChannel)
3572 // {
3573 // // region seems to have local Id of 1
3574 // ILandObject land = LandChannel.GetLandObject(1);
3575 // if (null != land)
3576 // {
3577 // if (land.isBannedFromLand(agent.AgentID))
3578 // {
3579 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
3580 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3581 // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
3582 // RegionInfo.RegionName);
3583 // return false;
3584 // }
3585
3586 // if (land.isRestrictedFromLand(agent.AgentID))
3587 // {
3588 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3589 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3590 // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3591 // RegionInfo.RegionName);
3592 // return false;
3593 // }
3594 // }
3595 // }
3596
3597 return true; 3736 return true;
3598 } 3737 }
3599 3738
@@ -3697,6 +3836,13 @@ namespace OpenSim.Region.Framework.Scenes
3697 3836
3698 // We have to wait until the viewer contacts this region after receiving EAC. 3837 // We have to wait until the viewer contacts this region after receiving EAC.
3699 // That calls AddNewClient, which finally creates the ScenePresence 3838 // That calls AddNewClient, which finally creates the ScenePresence
3839 int flags = GetUserFlags(cAgentData.AgentID);
3840 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3841 {
3842 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3843 return false;
3844 }
3845
3700 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3846 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3701 if (nearestParcel == null) 3847 if (nearestParcel == null)
3702 { 3848 {
@@ -3712,7 +3858,6 @@ namespace OpenSim.Region.Framework.Scenes
3712 return false; 3858 return false;
3713 } 3859 }
3714 3860
3715
3716 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3861 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3717 3862
3718 if (childAgentUpdate != null) 3863 if (childAgentUpdate != null)
@@ -3779,12 +3924,22 @@ namespace OpenSim.Region.Framework.Scenes
3779 return false; 3924 return false;
3780 } 3925 }
3781 3926
3927 public bool IncomingCloseAgent(UUID agentID)
3928 {
3929 return IncomingCloseAgent(agentID, false);
3930 }
3931
3932 public bool IncomingCloseChildAgent(UUID agentID)
3933 {
3934 return IncomingCloseAgent(agentID, true);
3935 }
3936
3782 /// <summary> 3937 /// <summary>
3783 /// Tell a single agent to disconnect from the region. 3938 /// Tell a single agent to disconnect from the region.
3784 /// </summary> 3939 /// </summary>
3785 /// <param name="regionHandle"></param>
3786 /// <param name="agentID"></param> 3940 /// <param name="agentID"></param>
3787 public bool IncomingCloseAgent(UUID agentID) 3941 /// <param name="childOnly"></param>
3942 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3788 { 3943 {
3789 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3944 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3790 3945
@@ -3796,7 +3951,7 @@ namespace OpenSim.Region.Framework.Scenes
3796 { 3951 {
3797 m_sceneGraph.removeUserCount(false); 3952 m_sceneGraph.removeUserCount(false);
3798 } 3953 }
3799 else 3954 else if (!childOnly)
3800 { 3955 {
3801 m_sceneGraph.removeUserCount(true); 3956 m_sceneGraph.removeUserCount(true);
3802 } 3957 }
@@ -3812,9 +3967,12 @@ namespace OpenSim.Region.Framework.Scenes
3812 } 3967 }
3813 else 3968 else
3814 presence.ControllingClient.SendShutdownConnectionNotice(); 3969 presence.ControllingClient.SendShutdownConnectionNotice();
3970 presence.ControllingClient.Close(false);
3971 }
3972 else if (!childOnly)
3973 {
3974 presence.ControllingClient.Close(true);
3815 } 3975 }
3816
3817 presence.ControllingClient.Close();
3818 return true; 3976 return true;
3819 } 3977 }
3820 3978
@@ -4445,34 +4603,66 @@ namespace OpenSim.Region.Framework.Scenes
4445 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4603 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4446 } 4604 }
4447 4605
4448 public int GetHealth() 4606 public int GetHealth(out int flags, out string message)
4449 { 4607 {
4450 // Returns: 4608 // Returns:
4451 // 1 = sim is up and accepting http requests. The heartbeat has 4609 // 1 = sim is up and accepting http requests. The heartbeat has
4452 // stopped and the sim is probably locked up, but a remote 4610 // stopped and the sim is probably locked up, but a remote
4453 // admin restart may succeed 4611 // admin restart may succeed
4454 // 4612 //
4455 // 2 = Sim is up and the heartbeat is running. The sim is likely 4613 // 2 = Sim is up and the heartbeat is running. The sim is likely
4456 // usable for people within and logins _may_ work 4614 // usable for people within
4615 //
4616 // 3 = Sim is up and one packet thread is running. Sim is
4617 // unstable and will not accept new logins
4457 // 4618 //
4458 // 3 = We have seen a new user enter within the past 4 minutes 4619 // 4 = Sim is up and both packet threads are running. Sim is
4620 // likely usable
4621 //
4622 // 5 = We have seen a new user enter within the past 4 minutes
4459 // which can be seen as positive confirmation of sim health 4623 // which can be seen as positive confirmation of sim health
4460 // 4624 //
4625
4626 flags = 0;
4627 message = String.Empty;
4628
4629 CheckHeartbeat();
4630
4631 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4632 {
4633 // We're still starting
4634 // 0 means "in startup", it can't happen another way, since
4635 // to get here, we must be able to accept http connections
4636 return 0;
4637 }
4638
4461 int health=1; // Start at 1, means we're up 4639 int health=1; // Start at 1, means we're up
4462 4640
4463 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4641 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4642 {
4464 health+=1; 4643 health+=1;
4465 else 4644 flags |= 1;
4645 }
4646
4647 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4648 {
4649 health+=1;
4650 flags |= 2;
4651 }
4652
4653 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4654 {
4655 health+=1;
4656 flags |= 4;
4657 }
4658
4659 if (flags != 7)
4466 return health; 4660 return health;
4467 4661
4468 // A login in the last 4 mins? We can't be doing too badly 4662 // A login in the last 4 mins? We can't be doing too badly
4469 // 4663 //
4470 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4664 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4471 health++; 4665 health++;
4472 else
4473 return health;
4474
4475 CheckHeartbeat();
4476 4666
4477 return health; 4667 return health;
4478 } 4668 }
@@ -4665,7 +4855,7 @@ namespace OpenSim.Region.Framework.Scenes
4665 if (m_firstHeartbeat) 4855 if (m_firstHeartbeat)
4666 return; 4856 return;
4667 4857
4668 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4858 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 10000)
4669 StartTimer(); 4859 StartTimer();
4670 } 4860 }
4671 4861
@@ -5074,10 +5264,28 @@ namespace OpenSim.Region.Framework.Scenes
5074 }); 5264 });
5075 } 5265 }
5076 5266
5077 foreach (SceneObjectGroup grp in objectsToDelete) 5267 if (objectsToDelete.Count > 0)
5078 { 5268 {
5079 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5269 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5080 DeleteSceneObject(grp, true); 5270 foreach (SceneObjectGroup grp in objectsToDelete)
5271 {
5272 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5273 DeleteSceneObject(grp, true);
5274 }
5275 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5276 }
5277 }
5278
5279 public void ThreadAlive(int threadCode)
5280 {
5281 switch(threadCode)
5282 {
5283 case 1: // Incoming
5284 m_lastIncoming = Util.EnvironmentTickCount();
5285 break;
5286 case 2: // Incoming
5287 m_lastOutgoing = Util.EnvironmentTickCount();
5288 break;
5081 } 5289 }
5082 } 5290 }
5083 5291
@@ -5089,6 +5297,14 @@ namespace OpenSim.Region.Framework.Scenes
5089 // child agent creation, thereby emulating the SL behavior. 5297 // child agent creation, thereby emulating the SL behavior.
5090 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5298 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5091 { 5299 {
5300 reason = "You are banned from the region";
5301
5302 if (Permissions.IsGod(agentID))
5303 {
5304 reason = String.Empty;
5305 return true;
5306 }
5307
5092 int num = m_sceneGraph.GetNumberOfScenePresences(); 5308 int num = m_sceneGraph.GetNumberOfScenePresences();
5093 5309
5094 if (num >= RegionInfo.RegionSettings.AgentLimit) 5310 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5100,6 +5316,36 @@ namespace OpenSim.Region.Framework.Scenes
5100 } 5316 }
5101 } 5317 }
5102 5318
5319 if (!AuthorizeUser(agentID, out reason))
5320 {
5321 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5322 return false;
5323 }
5324
5325 if (position == Vector3.Zero) // Teleport
5326 {
5327 float posX = 128.0f;
5328 float posY = 128.0f;
5329
5330 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5331 {
5332 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5333 return false;
5334 }
5335 }
5336 else // Walking
5337 {
5338 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5339 if (land == null)
5340 return false;
5341
5342 bool banned = land.IsBannedFromLand(agentID);
5343 bool restricted = land.IsRestrictedFromLand(agentID);
5344
5345 if (banned || restricted)
5346 return false;
5347 }
5348
5103 reason = String.Empty; 5349 reason = String.Empty;
5104 return true; 5350 return true;
5105 } 5351 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index c4547f2..f343bc8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 837e655..19cb0c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index cdb4e41..c0236f4 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
@@ -135,13 +144,18 @@ namespace OpenSim.Region.Framework.Scenes
135 144
136 protected internal void Close() 145 protected internal void Close()
137 { 146 {
138 lock (m_presenceLock) 147 m_scenePresencesLock.EnterWriteLock();
148 try
139 { 149 {
140 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 150 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
141 List<ScenePresence> newlist = new List<ScenePresence>(); 151 List<ScenePresence> newlist = new List<ScenePresence>();
142 m_scenePresenceMap = newmap; 152 m_scenePresenceMap = newmap;
143 m_scenePresenceArray = newlist; 153 m_scenePresenceArray = newlist;
144 } 154 }
155 finally
156 {
157 m_scenePresencesLock.ExitWriteLock();
158 }
145 159
146 lock (SceneObjectGroupsByFullID) 160 lock (SceneObjectGroupsByFullID)
147 SceneObjectGroupsByFullID.Clear(); 161 SceneObjectGroupsByFullID.Clear();
@@ -273,6 +287,33 @@ namespace OpenSim.Region.Framework.Scenes
273 protected internal bool AddRestoredSceneObject( 287 protected internal bool AddRestoredSceneObject(
274 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 288 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
275 { 289 {
290 if (!m_parentScene.CombineRegions)
291 {
292 // KF: Check for out-of-region, move inside and make static.
293 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
294 sceneObject.RootPart.GroupPosition.Y,
295 sceneObject.RootPart.GroupPosition.Z);
296 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 ||
297 npos.X > Constants.RegionSize ||
298 npos.Y > Constants.RegionSize))
299 {
300 if (npos.X < 0.0) npos.X = 1.0f;
301 if (npos.Y < 0.0) npos.Y = 1.0f;
302 if (npos.Z < 0.0) npos.Z = 0.0f;
303 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
304 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
305
306 foreach (SceneObjectPart part in sceneObject.Parts)
307 {
308 part.GroupPosition = npos;
309 }
310 sceneObject.RootPart.Velocity = Vector3.Zero;
311 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
312 sceneObject.RootPart.Acceleration = Vector3.Zero;
313 sceneObject.RootPart.Velocity = Vector3.Zero;
314 }
315 }
316
276 if (attachToBackup && (!alreadyPersisted)) 317 if (attachToBackup && (!alreadyPersisted))
277 { 318 {
278 sceneObject.ForceInventoryPersistence(); 319 sceneObject.ForceInventoryPersistence();
@@ -486,6 +527,30 @@ namespace OpenSim.Region.Framework.Scenes
486 m_updateList[obj.UUID] = obj; 527 m_updateList[obj.UUID] = obj;
487 } 528 }
488 529
530 public void FireAttachToBackup(SceneObjectGroup obj)
531 {
532 if (OnAttachToBackup != null)
533 {
534 OnAttachToBackup(obj);
535 }
536 }
537
538 public void FireDetachFromBackup(SceneObjectGroup obj)
539 {
540 if (OnDetachFromBackup != null)
541 {
542 OnDetachFromBackup(obj);
543 }
544 }
545
546 public void FireChangeBackup(SceneObjectGroup obj)
547 {
548 if (OnChangeBackup != null)
549 {
550 OnChangeBackup(obj);
551 }
552 }
553
489 /// <summary> 554 /// <summary>
490 /// Process all pending updates 555 /// Process all pending updates
491 /// </summary> 556 /// </summary>
@@ -621,7 +686,8 @@ namespace OpenSim.Region.Framework.Scenes
621 686
622 Entities[presence.UUID] = presence; 687 Entities[presence.UUID] = presence;
623 688
624 lock (m_presenceLock) 689 m_scenePresencesLock.EnterWriteLock();
690 try
625 { 691 {
626 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 692 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
627 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 693 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -645,6 +711,10 @@ namespace OpenSim.Region.Framework.Scenes
645 m_scenePresenceMap = newmap; 711 m_scenePresenceMap = newmap;
646 m_scenePresenceArray = newlist; 712 m_scenePresenceArray = newlist;
647 } 713 }
714 finally
715 {
716 m_scenePresencesLock.ExitWriteLock();
717 }
648 } 718 }
649 719
650 /// <summary> 720 /// <summary>
@@ -659,7 +729,8 @@ namespace OpenSim.Region.Framework.Scenes
659 agentID); 729 agentID);
660 } 730 }
661 731
662 lock (m_presenceLock) 732 m_scenePresencesLock.EnterWriteLock();
733 try
663 { 734 {
664 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 735 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
665 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 736 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -681,6 +752,10 @@ namespace OpenSim.Region.Framework.Scenes
681 m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 752 m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
682 } 753 }
683 } 754 }
755 finally
756 {
757 m_scenePresencesLock.ExitWriteLock();
758 }
684 } 759 }
685 760
686 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 761 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1363,8 +1438,13 @@ namespace OpenSim.Region.Framework.Scenes
1363 { 1438 {
1364 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1439 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1365 { 1440 {
1366 if (m_parentScene.AttachmentsModule != null) 1441 // Set the new attachment point data in the object
1367 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1442 byte attachmentPoint = group.GetAttachmentPoint();
1443 group.UpdateGroupPosition(pos);
1444 group.RootPart.IsAttachment = false;
1445 group.AbsolutePosition = group.RootPart.AttachedPos;
1446 group.SetAttachmentPoint(attachmentPoint);
1447 group.HasGroupChanged = true;
1368 } 1448 }
1369 else 1449 else
1370 { 1450 {
@@ -1608,10 +1688,13 @@ namespace OpenSim.Region.Framework.Scenes
1608 /// <param name="childPrims"></param> 1688 /// <param name="childPrims"></param>
1609 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1689 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1610 { 1690 {
1691 SceneObjectGroup parentGroup = root.ParentGroup;
1692 if (parentGroup == null) return;
1611 Monitor.Enter(m_updateLock); 1693 Monitor.Enter(m_updateLock);
1694
1612 try 1695 try
1613 { 1696 {
1614 SceneObjectGroup parentGroup = root.ParentGroup; 1697 parentGroup.areUpdatesSuspended = true;
1615 1698
1616 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1699 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1617 if (parentGroup != null) 1700 if (parentGroup != null)
@@ -1623,11 +1706,6 @@ namespace OpenSim.Region.Framework.Scenes
1623 1706
1624 if (child != null) 1707 if (child != null)
1625 { 1708 {
1626 // Make sure no child prim is set for sale
1627 // So that, on delink, no prims are unwittingly
1628 // left for sale and sold off
1629 child.RootPart.ObjectSaleType = 0;
1630 child.RootPart.SalePrice = 10;
1631 childGroups.Add(child); 1709 childGroups.Add(child);
1632 } 1710 }
1633 } 1711 }
@@ -1650,12 +1728,13 @@ namespace OpenSim.Region.Framework.Scenes
1650 // occur on link to invoke this elsewhere (such as object selection) 1728 // occur on link to invoke this elsewhere (such as object selection)
1651 parentGroup.RootPart.CreateSelected = true; 1729 parentGroup.RootPart.CreateSelected = true;
1652 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1730 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1653 parentGroup.HasGroupChanged = true;
1654 parentGroup.ScheduleGroupForFullUpdate();
1655
1656 } 1731 }
1657 finally 1732 finally
1658 { 1733 {
1734 parentGroup.areUpdatesSuspended = false;
1735 parentGroup.HasGroupChanged = true;
1736 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1737 parentGroup.ScheduleGroupForFullUpdate();
1659 Monitor.Exit(m_updateLock); 1738 Monitor.Exit(m_updateLock);
1660 } 1739 }
1661 } 1740 }
@@ -1687,21 +1766,24 @@ namespace OpenSim.Region.Framework.Scenes
1687 1766
1688 SceneObjectGroup group = part.ParentGroup; 1767 SceneObjectGroup group = part.ParentGroup;
1689 if (!affectedGroups.Contains(group)) 1768 if (!affectedGroups.Contains(group))
1769 {
1770 group.areUpdatesSuspended = true;
1690 affectedGroups.Add(group); 1771 affectedGroups.Add(group);
1772 }
1691 } 1773 }
1692 } 1774 }
1693 } 1775 }
1694 1776
1695 foreach (SceneObjectPart child in childParts) 1777 if (childParts.Count > 0)
1696 { 1778 {
1697 // Unlink all child parts from their groups 1779 foreach (SceneObjectPart child in childParts)
1698 // 1780 {
1699 child.ParentGroup.DelinkFromGroup(child, true); 1781 // Unlink all child parts from their groups
1700 1782 //
1701 // These are not in affected groups and will not be 1783 child.ParentGroup.DelinkFromGroup(child, true);
1702 // handled further. Do the honors here. 1784 child.ParentGroup.HasGroupChanged = true;
1703 child.ParentGroup.HasGroupChanged = true; 1785 child.ParentGroup.ScheduleGroupForFullUpdate();
1704 child.ParentGroup.ScheduleGroupForFullUpdate(); 1786 }
1705 } 1787 }
1706 1788
1707 foreach (SceneObjectPart root in rootParts) 1789 foreach (SceneObjectPart root in rootParts)
@@ -1711,56 +1793,68 @@ namespace OpenSim.Region.Framework.Scenes
1711 // However, editing linked parts and unlinking may be different 1793 // However, editing linked parts and unlinking may be different
1712 // 1794 //
1713 SceneObjectGroup group = root.ParentGroup; 1795 SceneObjectGroup group = root.ParentGroup;
1796 group.areUpdatesSuspended = true;
1714 1797
1715 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1798 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1716 int numChildren = newSet.Count; 1799 int numChildren = newSet.Count;
1717 1800
1801 if (numChildren == 1)
1802 break;
1803
1718 // If there are prims left in a link set, but the root is 1804 // If there are prims left in a link set, but the root is
1719 // slated for unlink, we need to do this 1805 // slated for unlink, we need to do this
1806 // Unlink the remaining set
1720 // 1807 //
1721 if (numChildren != 1) 1808 bool sendEventsToRemainder = true;
1722 { 1809 if (numChildren > 1)
1723 // Unlink the remaining set 1810 sendEventsToRemainder = false;
1724 //
1725 bool sendEventsToRemainder = true;
1726 if (numChildren > 1)
1727 sendEventsToRemainder = false;
1728 1811
1729 foreach (SceneObjectPart p in newSet) 1812 foreach (SceneObjectPart p in newSet)
1813 {
1814 if (p != group.RootPart)
1730 { 1815 {
1731 if (p != group.RootPart) 1816 group.DelinkFromGroup(p, sendEventsToRemainder);
1732 group.DelinkFromGroup(p, sendEventsToRemainder); 1817 if (numChildren > 2)
1818 {
1819 p.ParentGroup.areUpdatesSuspended = true;
1820 }
1821 else
1822 {
1823 p.ParentGroup.HasGroupChanged = true;
1824 p.ParentGroup.ScheduleGroupForFullUpdate();
1825 }
1733 } 1826 }
1827 }
1734 1828
1735 // If there is more than one prim remaining, we 1829 // If there is more than one prim remaining, we
1736 // need to re-link 1830 // need to re-link
1831 //
1832 if (numChildren > 2)
1833 {
1834 // Remove old root
1835 //
1836 if (newSet.Contains(root))
1837 newSet.Remove(root);
1838
1839 // Preserve link ordering
1737 // 1840 //
1738 if (numChildren > 2) 1841 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1739 { 1842 {
1740 // Remove old root 1843 return a.LinkNum.CompareTo(b.LinkNum);
1741 // 1844 });
1742 if (newSet.Contains(root))
1743 newSet.Remove(root);
1744
1745 // Preserve link ordering
1746 //
1747 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1748 {
1749 return a.LinkNum.CompareTo(b.LinkNum);
1750 });
1751 1845
1752 // Determine new root 1846 // Determine new root
1753 // 1847 //
1754 SceneObjectPart newRoot = newSet[0]; 1848 SceneObjectPart newRoot = newSet[0];
1755 newSet.RemoveAt(0); 1849 newSet.RemoveAt(0);
1756 1850
1757 foreach (SceneObjectPart newChild in newSet) 1851 foreach (SceneObjectPart newChild in newSet)
1758 newChild.UpdateFlag = 0; 1852 newChild.UpdateFlag = 0;
1759 1853
1760 LinkObjects(newRoot, newSet); 1854 newRoot.ParentGroup.areUpdatesSuspended = true;
1761 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1855 LinkObjects(newRoot, newSet);
1762 affectedGroups.Add(newRoot.ParentGroup); 1856 if (!affectedGroups.Contains(newRoot.ParentGroup))
1763 } 1857 affectedGroups.Add(newRoot.ParentGroup);
1764 } 1858 }
1765 } 1859 }
1766 1860
@@ -1768,8 +1862,14 @@ namespace OpenSim.Region.Framework.Scenes
1768 // 1862 //
1769 foreach (SceneObjectGroup g in affectedGroups) 1863 foreach (SceneObjectGroup g in affectedGroups)
1770 { 1864 {
1865 // Child prims that have been unlinked and deleted will
1866 // return unless the root is deleted. This will remove them
1867 // from the database. They will be rewritten immediately,
1868 // minus the rows for the unlinked child prims.
1869 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1771 g.TriggerScriptChangedEvent(Changed.LINK); 1870 g.TriggerScriptChangedEvent(Changed.LINK);
1772 g.HasGroupChanged = true; // Persist 1871 g.HasGroupChanged = true; // Persist
1872 g.areUpdatesSuspended = false;
1773 g.ScheduleGroupForFullUpdate(); 1873 g.ScheduleGroupForFullUpdate();
1774 } 1874 }
1775 } 1875 }
@@ -1887,9 +1987,6 @@ namespace OpenSim.Region.Framework.Scenes
1887 child.ApplyNextOwnerPermissions(); 1987 child.ApplyNextOwnerPermissions();
1888 } 1988 }
1889 } 1989 }
1890
1891 copy.RootPart.ObjectSaleType = 0;
1892 copy.RootPart.SalePrice = 10;
1893 } 1990 }
1894 1991
1895 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 1992 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 4bca3d0..9f0ac4f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 9b9374b..62277ff 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
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes
185 248
186 private bool m_scriptListens_atTarget; 249 private bool m_scriptListens_atTarget;
187 private bool m_scriptListens_notAtTarget; 250 private bool m_scriptListens_notAtTarget;
188
189 private bool m_scriptListens_atRotTarget; 251 private bool m_scriptListens_atRotTarget;
190 private bool m_scriptListens_notAtRotTarget; 252 private bool m_scriptListens_notAtRotTarget;
191 253
254 public bool m_dupeInProgress = false;
192 internal Dictionary<UUID, string> m_savedScriptState; 255 internal Dictionary<UUID, string> m_savedScriptState;
193 256
194 #region Properties 257 #region Properties
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes
228 public virtual Quaternion Rotation 291 public virtual Quaternion Rotation
229 { 292 {
230 get { return m_rotation; } 293 get { return m_rotation; }
231 set { m_rotation = value; } 294 set {
295 foreach(SceneObjectPart p in m_parts.GetArray())
296 {
297 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
298 }
299 m_rotation = value;
300 }
232 } 301 }
233 302
234 public Quaternion GroupRotation 303 public Quaternion GroupRotation
@@ -305,7 +374,11 @@ namespace OpenSim.Region.Framework.Scenes
305 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 374 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
306 } 375 }
307 } 376 }
308 377
378 foreach (SceneObjectPart part in m_parts.GetArray())
379 {
380 part.IgnoreUndoUpdate = true;
381 }
309 if (RootPart.GetStatusSandbox()) 382 if (RootPart.GetStatusSandbox())
310 { 383 {
311 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 384 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -319,10 +392,31 @@ namespace OpenSim.Region.Framework.Scenes
319 return; 392 return;
320 } 393 }
321 } 394 }
322
323 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
324 for (int i = 0; i < parts.Length; i++) 396 foreach (SceneObjectPart part in parts)
325 parts[i].GroupPosition = val; 397 {
398 part.IgnoreUndoUpdate = false;
399 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
400 part.GroupPosition = val;
401 if (!m_dupeInProgress)
402 {
403 part.TriggerScriptChangedEvent(Changed.POSITION);
404 }
405 }
406 if (!m_dupeInProgress)
407 {
408 foreach (ScenePresence av in m_linkedAvatars)
409 {
410 SceneObjectPart p;
411 if (m_parts.TryGetValue(av.LinkedPrim, out p))
412 {
413 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
414 av.AbsolutePosition += offset;
415 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
416 av.SendAvatarDataToAllAgents();
417 }
418 }
419 }
326 420
327 //if (m_rootPart.PhysActor != null) 421 //if (m_rootPart.PhysActor != null)
328 //{ 422 //{
@@ -476,6 +570,7 @@ namespace OpenSim.Region.Framework.Scenes
476 /// </summary> 570 /// </summary>
477 public SceneObjectGroup() 571 public SceneObjectGroup()
478 { 572 {
573
479 } 574 }
480 575
481 /// <summary> 576 /// <summary>
@@ -492,7 +587,7 @@ namespace OpenSim.Region.Framework.Scenes
492 /// Constructor. This object is added to the scene later via AttachToScene() 587 /// Constructor. This object is added to the scene later via AttachToScene()
493 /// </summary> 588 /// </summary>
494 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 589 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
495 { 590 {
496 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 591 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
497 } 592 }
498 593
@@ -540,6 +635,9 @@ namespace OpenSim.Region.Framework.Scenes
540 /// </summary> 635 /// </summary>
541 public virtual void AttachToBackup() 636 public virtual void AttachToBackup()
542 { 637 {
638 if (IsAttachment) return;
639 m_scene.SceneGraph.FireAttachToBackup(this);
640
543 if (InSceneBackup) 641 if (InSceneBackup)
544 { 642 {
545 //m_log.DebugFormat( 643 //m_log.DebugFormat(
@@ -655,9 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
655 result.normal = inter.normal; 753 result.normal = inter.normal;
656 result.distance = inter.distance; 754 result.distance = inter.distance;
657 } 755 }
756
658 } 757 }
659 } 758 }
660
661 return result; 759 return result;
662 } 760 }
663 761
@@ -677,17 +775,19 @@ namespace OpenSim.Region.Framework.Scenes
677 minZ = 8192f; 775 minZ = 8192f;
678 776
679 SceneObjectPart[] parts = m_parts.GetArray(); 777 SceneObjectPart[] parts = m_parts.GetArray();
680 for (int i = 0; i < parts.Length; i++) 778 foreach (SceneObjectPart part in parts)
681 { 779 {
682 SceneObjectPart part = parts[i];
683
684 Vector3 worldPos = part.GetWorldPosition(); 780 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 781 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 782 Quaternion worldRot;
687 if (part.ParentID == 0) 783 if (part.ParentID == 0)
784 {
688 worldRot = part.RotationOffset; 785 worldRot = part.RotationOffset;
786 }
689 else 787 else
788 {
690 worldRot = part.GetWorldRotation(); 789 worldRot = part.GetWorldRotation();
790 }
691 791
692 Vector3 frontTopLeft; 792 Vector3 frontTopLeft;
693 Vector3 frontTopRight; 793 Vector3 frontTopRight;
@@ -699,6 +799,8 @@ namespace OpenSim.Region.Framework.Scenes
699 Vector3 backBottomLeft; 799 Vector3 backBottomLeft;
700 Vector3 backBottomRight; 800 Vector3 backBottomRight;
701 801
802 // Vector3[] corners = new Vector3[8];
803
702 Vector3 orig = Vector3.Zero; 804 Vector3 orig = Vector3.Zero;
703 805
704 frontTopLeft.X = orig.X - (part.Scale.X / 2); 806 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -733,6 +835,38 @@ namespace OpenSim.Region.Framework.Scenes
733 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 835 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
734 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 836 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
735 837
838
839
840 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
841 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
842 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
843 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
844 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
845 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
846 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
847 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
848
849 //for (int i = 0; i < 8; i++)
850 //{
851 // corners[i] = corners[i] * worldRot;
852 // corners[i] += offset;
853
854 // if (corners[i].X > maxX)
855 // maxX = corners[i].X;
856 // if (corners[i].X < minX)
857 // minX = corners[i].X;
858
859 // if (corners[i].Y > maxY)
860 // maxY = corners[i].Y;
861 // if (corners[i].Y < minY)
862 // minY = corners[i].Y;
863
864 // if (corners[i].Z > maxZ)
865 // maxZ = corners[i].Y;
866 // if (corners[i].Z < minZ)
867 // minZ = corners[i].Z;
868 //}
869
736 frontTopLeft = frontTopLeft * worldRot; 870 frontTopLeft = frontTopLeft * worldRot;
737 frontTopRight = frontTopRight * worldRot; 871 frontTopRight = frontTopRight * worldRot;
738 frontBottomLeft = frontBottomLeft * worldRot; 872 frontBottomLeft = frontBottomLeft * worldRot;
@@ -754,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
754 backTopLeft += offset; 888 backTopLeft += offset;
755 backTopRight += offset; 889 backTopRight += offset;
756 890
891 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
892 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
893 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
894 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
895 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
896 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
897 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
898 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
899
757 if (frontTopRight.X > maxX) 900 if (frontTopRight.X > maxX)
758 maxX = frontTopRight.X; 901 maxX = frontTopRight.X;
759 if (frontTopLeft.X > maxX) 902 if (frontTopLeft.X > maxX)
@@ -899,15 +1042,20 @@ namespace OpenSim.Region.Framework.Scenes
899 1042
900 public void SaveScriptedState(XmlTextWriter writer) 1043 public void SaveScriptedState(XmlTextWriter writer)
901 { 1044 {
1045 SaveScriptedState(writer, false);
1046 }
1047
1048 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1049 {
902 XmlDocument doc = new XmlDocument(); 1050 XmlDocument doc = new XmlDocument();
903 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1051 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
904 1052
905 SceneObjectPart[] parts = m_parts.GetArray(); 1053 SceneObjectPart[] parts = m_parts.GetArray();
906 for (int i = 0; i < parts.Length; i++) 1054 for (int i = 0; i < parts.Length; i++)
907 { 1055 {
908 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1056 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
909 foreach (KeyValuePair<UUID, string> kvp in pstates) 1057 foreach (KeyValuePair<UUID, string> kvp in pstates)
910 states.Add(kvp.Key, kvp.Value); 1058 states[kvp.Key] = kvp.Value;
911 } 1059 }
912 1060
913 if (states.Count > 0) 1061 if (states.Count > 0)
@@ -926,6 +1074,118 @@ namespace OpenSim.Region.Framework.Scenes
926 } 1074 }
927 } 1075 }
928 1076
1077 /// <summary>
1078 /// Add the avatar to this linkset (avatar is sat).
1079 /// </summary>
1080 /// <param name="agentID"></param>
1081 public void AddAvatar(UUID agentID)
1082 {
1083 ScenePresence presence;
1084 if (m_scene.TryGetScenePresence(agentID, out presence))
1085 {
1086 if (!m_linkedAvatars.Contains(presence))
1087 {
1088 m_linkedAvatars.Add(presence);
1089 }
1090 }
1091 }
1092
1093 /// <summary>
1094 /// Delete the avatar from this linkset (avatar is unsat).
1095 /// </summary>
1096 /// <param name="agentID"></param>
1097 public void DeleteAvatar(UUID agentID)
1098 {
1099 ScenePresence presence;
1100 if (m_scene.TryGetScenePresence(agentID, out presence))
1101 {
1102 if (m_linkedAvatars.Contains(presence))
1103 {
1104 m_linkedAvatars.Remove(presence);
1105 }
1106 }
1107 }
1108
1109 /// <summary>
1110 /// Returns the list of linked presences (avatars sat on this group)
1111 /// </summary>
1112 /// <param name="agentID"></param>
1113 public List<ScenePresence> GetLinkedAvatars()
1114 {
1115 return m_linkedAvatars;
1116 }
1117
1118 /// <summary>
1119 /// Attach this scene object to the given avatar.
1120 /// </summary>
1121 /// <param name="agentID"></param>
1122 /// <param name="attachmentpoint"></param>
1123 /// <param name="AttachOffset"></param>
1124 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1125 {
1126 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1127 if (avatar != null)
1128 {
1129 // don't attach attachments to child agents
1130 if (avatar.IsChildAgent) return;
1131
1132// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1133
1134 DetachFromBackup();
1135
1136 // Remove from database and parcel prim count
1137 m_scene.DeleteFromStorage(UUID);
1138 m_scene.EventManager.TriggerParcelPrimCountTainted();
1139
1140 m_rootPart.AttachedAvatar = agentID;
1141
1142 //Anakin Lohner bug #3839
1143 lock (m_parts)
1144 {
1145 foreach (SceneObjectPart p in m_parts.GetArray())
1146 {
1147 p.AttachedAvatar = agentID;
1148 }
1149 }
1150
1151 if (m_rootPart.PhysActor != null)
1152 {
1153 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1154 m_rootPart.PhysActor = null;
1155 }
1156
1157 AbsolutePosition = AttachOffset;
1158 m_rootPart.AttachedPos = AttachOffset;
1159 m_rootPart.IsAttachment = true;
1160
1161 m_rootPart.SetParentLocalId(avatar.LocalId);
1162 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1163
1164 avatar.AddAttachment(this);
1165
1166 if (!silent)
1167 {
1168 // Killing it here will cause the client to deselect it
1169 // It then reappears on the avatar, deselected
1170 // through the full update below
1171 //
1172 if (IsSelected)
1173 {
1174 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1175 }
1176
1177 IsSelected = false; // fudge....
1178 ScheduleGroupForFullUpdate();
1179 }
1180 }
1181 else
1182 {
1183 m_log.WarnFormat(
1184 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1185 UUID, agentID, Scene.RegionInfo.RegionName);
1186 }
1187 }
1188
929 public byte GetAttachmentPoint() 1189 public byte GetAttachmentPoint()
930 { 1190 {
931 return m_rootPart.Shape.State; 1191 return m_rootPart.Shape.State;
@@ -1052,7 +1312,10 @@ namespace OpenSim.Region.Framework.Scenes
1052 public void AddPart(SceneObjectPart part) 1312 public void AddPart(SceneObjectPart part)
1053 { 1313 {
1054 part.SetParent(this); 1314 part.SetParent(this);
1055 part.LinkNum = m_parts.Add(part.UUID, part); 1315 m_parts.Add(part.UUID, part);
1316
1317 part.LinkNum = m_parts.Count;
1318
1056 if (part.LinkNum == 2 && RootPart != null) 1319 if (part.LinkNum == 2 && RootPart != null)
1057 RootPart.LinkNum = 1; 1320 RootPart.LinkNum = 1;
1058 } 1321 }
@@ -1136,7 +1399,7 @@ namespace OpenSim.Region.Framework.Scenes
1136 1399
1137 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1400 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1138 { 1401 {
1139 part.StoreUndoState(); 1402 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1140 part.OnGrab(offsetPos, remoteClient); 1403 part.OnGrab(offsetPos, remoteClient);
1141 } 1404 }
1142 1405
@@ -1156,6 +1419,11 @@ namespace OpenSim.Region.Framework.Scenes
1156 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1419 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1157 public void DeleteGroupFromScene(bool silent) 1420 public void DeleteGroupFromScene(bool silent)
1158 { 1421 {
1422 // We need to keep track of this state in case this group is still queued for backup.
1423 m_isDeleted = true;
1424
1425 DetachFromBackup();
1426
1159 SceneObjectPart[] parts = m_parts.GetArray(); 1427 SceneObjectPart[] parts = m_parts.GetArray();
1160 for (int i = 0; i < parts.Length; i++) 1428 for (int i = 0; i < parts.Length; i++)
1161 { 1429 {
@@ -1167,13 +1435,11 @@ namespace OpenSim.Region.Framework.Scenes
1167 avatar.StandUp(); 1435 avatar.StandUp();
1168 1436
1169 if (!silent) 1437 if (!silent)
1170 {
1171 part.UpdateFlag = 0; 1438 part.UpdateFlag = 0;
1172 if (part == m_rootPart)
1173 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1174 }
1175 }); 1439 });
1176 } 1440 }
1441
1442
1177 } 1443 }
1178 1444
1179 public void AddScriptLPS(int count) 1445 public void AddScriptLPS(int count)
@@ -1270,7 +1536,12 @@ namespace OpenSim.Region.Framework.Scenes
1270 1536
1271 public void SetOwnerId(UUID userId) 1537 public void SetOwnerId(UUID userId)
1272 { 1538 {
1273 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1539 ForEachPart(delegate(SceneObjectPart part)
1540 {
1541
1542 part.OwnerID = userId;
1543
1544 });
1274 } 1545 }
1275 1546
1276 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1547 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1302,11 +1573,17 @@ namespace OpenSim.Region.Framework.Scenes
1302 return; 1573 return;
1303 } 1574 }
1304 1575
1576 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1577 return;
1578
1305 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1579 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1306 // any exception propogate upwards. 1580 // any exception propogate upwards.
1307 try 1581 try
1308 { 1582 {
1309 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1583 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1584 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1585 m_scene.LoadingPrims) // Land may not be valid yet
1586
1310 { 1587 {
1311 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1588 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1312 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1589 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1333,6 +1610,7 @@ namespace OpenSim.Region.Framework.Scenes
1333 } 1610 }
1334 } 1611 }
1335 } 1612 }
1613
1336 } 1614 }
1337 1615
1338 if (m_scene.UseBackup && HasGroupChanged) 1616 if (m_scene.UseBackup && HasGroupChanged)
@@ -1340,6 +1618,20 @@ namespace OpenSim.Region.Framework.Scenes
1340 // don't backup while it's selected or you're asking for changes mid stream. 1618 // don't backup while it's selected or you're asking for changes mid stream.
1341 if (isTimeToPersist() || forcedBackup) 1619 if (isTimeToPersist() || forcedBackup)
1342 { 1620 {
1621 if (m_rootPart.PhysActor != null &&
1622 (!m_rootPart.PhysActor.IsPhysical))
1623 {
1624 // Possible ghost prim
1625 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1626 {
1627 foreach (SceneObjectPart part in m_parts.GetArray())
1628 {
1629 // Re-set physics actor positions and
1630 // orientations
1631 part.GroupPosition = m_rootPart.GroupPosition;
1632 }
1633 }
1634 }
1343// m_log.DebugFormat( 1635// m_log.DebugFormat(
1344// "[SCENE]: Storing {0}, {1} in {2}", 1636// "[SCENE]: Storing {0}, {1} in {2}",
1345// Name, UUID, m_scene.RegionInfo.RegionName); 1637// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1403,81 +1695,90 @@ namespace OpenSim.Region.Framework.Scenes
1403 /// <returns></returns> 1695 /// <returns></returns>
1404 public SceneObjectGroup Copy(bool userExposed) 1696 public SceneObjectGroup Copy(bool userExposed)
1405 { 1697 {
1406 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1698 SceneObjectGroup dupe;
1407 dupe.m_isBackedUp = false; 1699 try
1408 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1700 {
1409 1701 m_dupeInProgress = true;
1410 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1702 dupe = (SceneObjectGroup)MemberwiseClone();
1411 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1703 dupe.m_isBackedUp = false;
1412 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1704 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1413 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1414 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1415 // then restore it's attachment state
1416
1417 // This is only necessary when userExposed is false!
1418 1705
1419 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1706 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1420 1707 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1421 if (!userExposed) 1708 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1422 dupe.RootPart.IsAttachment = true; 1709 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1710 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1711 // then restore it's attachment state
1423 1712
1424 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1713 // This is only necessary when userExposed is false!
1425 1714
1426 if (!userExposed) 1715 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1427 {
1428 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1429 }
1430 1716
1431 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1717 if (!userExposed)
1432 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1718 dupe.RootPart.IsAttachment = true;
1433 1719
1434 if (userExposed) 1720 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1435 dupe.m_rootPart.TrimPermissions();
1436 1721
1437 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1722 if (!userExposed)
1438
1439 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1440 { 1723 {
1441 return p1.LinkNum.CompareTo(p2.LinkNum); 1724 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1442 } 1725 }
1443 );
1444 1726
1445 foreach (SceneObjectPart part in partList) 1727 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1446 { 1728 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1447 if (part.UUID != m_rootPart.UUID) 1729
1730 if (userExposed)
1731 dupe.m_rootPart.TrimPermissions();
1732
1733 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1734
1735 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1736 {
1737 return p1.LinkNum.CompareTo(p2.LinkNum);
1738 }
1739 );
1740
1741 foreach (SceneObjectPart part in partList)
1448 { 1742 {
1449 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1743 if (part.UUID != m_rootPart.UUID)
1450 newPart.LinkNum = part.LinkNum; 1744 {
1451 } 1745 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1452 1746
1453 // Need to duplicate the physics actor as well 1747 newPart.LinkNum = part.LinkNum;
1454 if (part.PhysActor != null && userExposed) 1748 }
1749
1750 // Need to duplicate the physics actor as well
1751 if (part.PhysActor != null && userExposed)
1752 {
1753 PrimitiveBaseShape pbs = part.Shape;
1754
1755 part.PhysActor
1756 = m_scene.PhysicsScene.AddPrimShape(
1757 string.Format("{0}/{1}", part.Name, part.UUID),
1758 pbs,
1759 part.AbsolutePosition,
1760 part.Scale,
1761 part.RotationOffset,
1762 part.PhysActor.IsPhysical);
1763 part.PhysActor.SetMaterial((int)part.Material);
1764
1765 part.PhysActor.LocalID = part.LocalId;
1766 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1767 }
1768 }
1769 if (userExposed)
1455 { 1770 {
1456 PrimitiveBaseShape pbs = part.Shape; 1771 dupe.UpdateParentIDs();
1457 1772 dupe.HasGroupChanged = true;
1458 part.PhysActor 1773 dupe.AttachToBackup();
1459 = m_scene.PhysicsScene.AddPrimShape( 1774
1460 string.Format("{0}/{1}", part.Name, part.UUID), 1775 ScheduleGroupForFullUpdate();
1461 pbs,
1462 part.AbsolutePosition,
1463 part.Scale,
1464 part.RotationOffset,
1465 part.PhysActor.IsPhysical);
1466
1467 part.PhysActor.LocalID = part.LocalId;
1468 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1469 } 1776 }
1470 } 1777 }
1471 1778 finally
1472 if (userExposed)
1473 { 1779 {
1474 dupe.UpdateParentIDs(); 1780 m_dupeInProgress = false;
1475 dupe.HasGroupChanged = true;
1476 dupe.AttachToBackup();
1477
1478 ScheduleGroupForFullUpdate();
1479 } 1781 }
1480
1481 return dupe; 1782 return dupe;
1482 } 1783 }
1483 1784
@@ -1622,6 +1923,7 @@ namespace OpenSim.Region.Framework.Scenes
1622 return Vector3.Zero; 1923 return Vector3.Zero;
1623 } 1924 }
1624 1925
1926 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1625 public void moveToTarget(Vector3 target, float tau) 1927 public void moveToTarget(Vector3 target, float tau)
1626 { 1928 {
1627 SceneObjectPart rootpart = m_rootPart; 1929 SceneObjectPart rootpart = m_rootPart;
@@ -1661,20 +1963,55 @@ namespace OpenSim.Region.Framework.Scenes
1661 SceneObjectPart rootpart = m_rootPart; 1963 SceneObjectPart rootpart = m_rootPart;
1662 if (rootpart != null) 1964 if (rootpart != null)
1663 { 1965 {
1664 if (rootpart.PhysActor != null) 1966 if (IsAttachment)
1967 {
1968 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1969 if (avatar != null) avatar.StopMoveToPosition();
1970 }
1971 else
1665 { 1972 {
1666 rootpart.PhysActor.PIDActive = false; 1973 if (rootpart.PhysActor != null)
1974 {
1975 rootpart.PhysActor.PIDActive = false;
1976 }
1667 } 1977 }
1668 } 1978 }
1669 } 1979 }
1670 1980
1981 public void rotLookAt(Quaternion target, float strength, float damping)
1982 {
1983 SceneObjectPart rootpart = m_rootPart;
1984 if (rootpart != null)
1985 {
1986 if (IsAttachment)
1987 {
1988 /*
1989 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1990 if (avatar != null)
1991 {
1992 Rotate the Av?
1993 } */
1994 }
1995 else
1996 {
1997 if (rootpart.PhysActor != null)
1998 { // APID must be implemented in your physics system for this to function.
1999 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2000 rootpart.PhysActor.APIDStrength = strength;
2001 rootpart.PhysActor.APIDDamping = damping;
2002 rootpart.PhysActor.APIDActive = true;
2003 }
2004 }
2005 }
2006 }
2007
1671 public void stopLookAt() 2008 public void stopLookAt()
1672 { 2009 {
1673 SceneObjectPart rootpart = m_rootPart; 2010 SceneObjectPart rootpart = m_rootPart;
1674 if (rootpart != null) 2011 if (rootpart != null)
1675 { 2012 {
1676 if (rootpart.PhysActor != null) 2013 if (rootpart.PhysActor != null)
1677 { 2014 { // APID must be implemented in your physics system for this to function.
1678 rootpart.PhysActor.APIDActive = false; 2015 rootpart.PhysActor.APIDActive = false;
1679 } 2016 }
1680 } 2017 }
@@ -1740,6 +2077,8 @@ namespace OpenSim.Region.Framework.Scenes
1740 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2077 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1741 { 2078 {
1742 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2079 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2080 newPart.SetParent(this);
2081
1743 AddPart(newPart); 2082 AddPart(newPart);
1744 2083
1745 SetPartAsNonRoot(newPart); 2084 SetPartAsNonRoot(newPart);
@@ -1888,11 +2227,11 @@ namespace OpenSim.Region.Framework.Scenes
1888 /// Immediately send a full update for this scene object. 2227 /// Immediately send a full update for this scene object.
1889 /// </summary> 2228 /// </summary>
1890 public void SendGroupFullUpdate() 2229 public void SendGroupFullUpdate()
1891 { 2230 {
1892 if (IsDeleted) 2231 if (IsDeleted)
1893 return; 2232 return;
1894 2233
1895// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2234// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1896 2235
1897 RootPart.SendFullUpdateToAllClients(); 2236 RootPart.SendFullUpdateToAllClients();
1898 2237
@@ -2081,12 +2420,15 @@ namespace OpenSim.Region.Framework.Scenes
2081 part.LinkNum += objectGroup.PrimCount; 2420 part.LinkNum += objectGroup.PrimCount;
2082 } 2421 }
2083 } 2422 }
2423 }
2084 2424
2085 linkPart.LinkNum = 2; 2425 linkPart.LinkNum = 2;
2086 2426
2087 linkPart.SetParent(this); 2427 linkPart.SetParent(this);
2088 linkPart.CreateSelected = true; 2428 linkPart.CreateSelected = true;
2089 2429
2430 lock (m_parts.SyncRoot)
2431 {
2090 //if (linkPart.PhysActor != null) 2432 //if (linkPart.PhysActor != null)
2091 //{ 2433 //{
2092 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2434 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2244,6 +2586,8 @@ namespace OpenSim.Region.Framework.Scenes
2244 /// <param name="objectGroup"></param> 2586 /// <param name="objectGroup"></param>
2245 public virtual void DetachFromBackup() 2587 public virtual void DetachFromBackup()
2246 { 2588 {
2589 m_scene.SceneGraph.FireDetachFromBackup(this);
2590
2247 if (m_isBackedUp) 2591 if (m_isBackedUp)
2248 m_scene.EventManager.OnBackup -= ProcessBackup; 2592 m_scene.EventManager.OnBackup -= ProcessBackup;
2249 2593
@@ -2262,7 +2606,8 @@ namespace OpenSim.Region.Framework.Scenes
2262 2606
2263 axPos *= parentRot; 2607 axPos *= parentRot;
2264 part.OffsetPosition = axPos; 2608 part.OffsetPosition = axPos;
2265 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2609 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2610 part.GroupPosition = newPos;
2266 part.OffsetPosition = Vector3.Zero; 2611 part.OffsetPosition = Vector3.Zero;
2267 part.RotationOffset = worldRot; 2612 part.RotationOffset = worldRot;
2268 2613
@@ -2273,7 +2618,7 @@ namespace OpenSim.Region.Framework.Scenes
2273 2618
2274 part.LinkNum = linkNum; 2619 part.LinkNum = linkNum;
2275 2620
2276 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2621 part.OffsetPosition = newPos - AbsolutePosition;
2277 2622
2278 Quaternion rootRotation = m_rootPart.RotationOffset; 2623 Quaternion rootRotation = m_rootPart.RotationOffset;
2279 2624
@@ -2283,7 +2628,7 @@ namespace OpenSim.Region.Framework.Scenes
2283 2628
2284 parentRot = m_rootPart.RotationOffset; 2629 parentRot = m_rootPart.RotationOffset;
2285 oldRot = part.RotationOffset; 2630 oldRot = part.RotationOffset;
2286 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2631 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2287 part.RotationOffset = newRot; 2632 part.RotationOffset = newRot;
2288 } 2633 }
2289 2634
@@ -2534,8 +2879,12 @@ namespace OpenSim.Region.Framework.Scenes
2534 } 2879 }
2535 } 2880 }
2536 2881
2882 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2537 for (int i = 0; i < parts.Length; i++) 2883 for (int i = 0; i < parts.Length; i++)
2538 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2884 {
2885 if (parts[i] != RootPart)
2886 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2887 }
2539 } 2888 }
2540 } 2889 }
2541 2890
@@ -2548,6 +2897,17 @@ namespace OpenSim.Region.Framework.Scenes
2548 } 2897 }
2549 } 2898 }
2550 2899
2900
2901
2902 /// <summary>
2903 /// Gets the number of parts
2904 /// </summary>
2905 /// <returns></returns>
2906 public int GetPartCount()
2907 {
2908 return Parts.Count();
2909 }
2910
2551 /// <summary> 2911 /// <summary>
2552 /// Update the texture entry for this part 2912 /// Update the texture entry for this part
2553 /// </summary> 2913 /// </summary>
@@ -2609,11 +2969,9 @@ namespace OpenSim.Region.Framework.Scenes
2609 scale.Y = m_scene.m_maxNonphys; 2969 scale.Y = m_scene.m_maxNonphys;
2610 if (scale.Z > m_scene.m_maxNonphys) 2970 if (scale.Z > m_scene.m_maxNonphys)
2611 scale.Z = m_scene.m_maxNonphys; 2971 scale.Z = m_scene.m_maxNonphys;
2612
2613 SceneObjectPart part = GetChildPart(localID); 2972 SceneObjectPart part = GetChildPart(localID);
2614 if (part != null) 2973 if (part != null)
2615 { 2974 {
2616 part.Resize(scale);
2617 if (part.PhysActor != null) 2975 if (part.PhysActor != null)
2618 { 2976 {
2619 if (part.PhysActor.IsPhysical) 2977 if (part.PhysActor.IsPhysical)
@@ -2628,7 +2986,7 @@ namespace OpenSim.Region.Framework.Scenes
2628 part.PhysActor.Size = scale; 2986 part.PhysActor.Size = scale;
2629 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2987 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2630 } 2988 }
2631 //if (part.UUID != m_rootPart.UUID) 2989 part.Resize(scale);
2632 2990
2633 HasGroupChanged = true; 2991 HasGroupChanged = true;
2634 part.TriggerScriptChangedEvent(Changed.SCALE); 2992 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2651,7 +3009,6 @@ namespace OpenSim.Region.Framework.Scenes
2651 SceneObjectPart part = GetChildPart(localID); 3009 SceneObjectPart part = GetChildPart(localID);
2652 if (part != null) 3010 if (part != null)
2653 { 3011 {
2654 part.IgnoreUndoUpdate = true;
2655 if (scale.X > m_scene.m_maxNonphys) 3012 if (scale.X > m_scene.m_maxNonphys)
2656 scale.X = m_scene.m_maxNonphys; 3013 scale.X = m_scene.m_maxNonphys;
2657 if (scale.Y > m_scene.m_maxNonphys) 3014 if (scale.Y > m_scene.m_maxNonphys)
@@ -2688,7 +3045,7 @@ namespace OpenSim.Region.Framework.Scenes
2688 3045
2689 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3046 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2690 { 3047 {
2691 if (oldSize.X * x > m_scene.m_maxPhys) 3048 if (oldSize.X*x > m_scene.m_maxPhys)
2692 { 3049 {
2693 f = m_scene.m_maxPhys / oldSize.X; 3050 f = m_scene.m_maxPhys / oldSize.X;
2694 a = f / x; 3051 a = f / x;
@@ -2696,7 +3053,7 @@ namespace OpenSim.Region.Framework.Scenes
2696 y *= a; 3053 y *= a;
2697 z *= a; 3054 z *= a;
2698 } 3055 }
2699 if (oldSize.Y * y > m_scene.m_maxPhys) 3056 if (oldSize.Y*y > m_scene.m_maxPhys)
2700 { 3057 {
2701 f = m_scene.m_maxPhys / oldSize.Y; 3058 f = m_scene.m_maxPhys / oldSize.Y;
2702 a = f / y; 3059 a = f / y;
@@ -2704,7 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 y *= a; 3061 y *= a;
2705 z *= a; 3062 z *= a;
2706 } 3063 }
2707 if (oldSize.Z * z > m_scene.m_maxPhys) 3064 if (oldSize.Z*z > m_scene.m_maxPhys)
2708 { 3065 {
2709 f = m_scene.m_maxPhys / oldSize.Z; 3066 f = m_scene.m_maxPhys / oldSize.Z;
2710 a = f / z; 3067 a = f / z;
@@ -2715,7 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
2715 } 3072 }
2716 else 3073 else
2717 { 3074 {
2718 if (oldSize.X * x > m_scene.m_maxNonphys) 3075 if (oldSize.X*x > m_scene.m_maxNonphys)
2719 { 3076 {
2720 f = m_scene.m_maxNonphys / oldSize.X; 3077 f = m_scene.m_maxNonphys / oldSize.X;
2721 a = f / x; 3078 a = f / x;
@@ -2723,7 +3080,7 @@ namespace OpenSim.Region.Framework.Scenes
2723 y *= a; 3080 y *= a;
2724 z *= a; 3081 z *= a;
2725 } 3082 }
2726 if (oldSize.Y * y > m_scene.m_maxNonphys) 3083 if (oldSize.Y*y > m_scene.m_maxNonphys)
2727 { 3084 {
2728 f = m_scene.m_maxNonphys / oldSize.Y; 3085 f = m_scene.m_maxNonphys / oldSize.Y;
2729 a = f / y; 3086 a = f / y;
@@ -2731,7 +3088,7 @@ namespace OpenSim.Region.Framework.Scenes
2731 y *= a; 3088 y *= a;
2732 z *= a; 3089 z *= a;
2733 } 3090 }
2734 if (oldSize.Z * z > m_scene.m_maxNonphys) 3091 if (oldSize.Z*z > m_scene.m_maxNonphys)
2735 { 3092 {
2736 f = m_scene.m_maxNonphys / oldSize.Z; 3093 f = m_scene.m_maxNonphys / oldSize.Z;
2737 a = f / z; 3094 a = f / z;
@@ -2741,7 +3098,6 @@ namespace OpenSim.Region.Framework.Scenes
2741 } 3098 }
2742 } 3099 }
2743 obPart.IgnoreUndoUpdate = false; 3100 obPart.IgnoreUndoUpdate = false;
2744 obPart.StoreUndoState();
2745 } 3101 }
2746 } 3102 }
2747 } 3103 }
@@ -2749,8 +3105,13 @@ namespace OpenSim.Region.Framework.Scenes
2749 Vector3 prevScale = part.Scale; 3105 Vector3 prevScale = part.Scale;
2750 prevScale.X *= x; 3106 prevScale.X *= x;
2751 prevScale.Y *= y; 3107 prevScale.Y *= y;
2752 prevScale.Z *= z; 3108 prevScale.Z *= z;;
3109
3110 part.IgnoreUndoUpdate = false;
3111 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3112 part.IgnoreUndoUpdate = true;
2753 part.Resize(prevScale); 3113 part.Resize(prevScale);
3114 part.IgnoreUndoUpdate = false;
2754 3115
2755 parts = m_parts.GetArray(); 3116 parts = m_parts.GetArray();
2756 for (int i = 0; i < parts.Length; i++) 3117 for (int i = 0; i < parts.Length; i++)
@@ -2759,19 +3120,26 @@ namespace OpenSim.Region.Framework.Scenes
2759 obPart.IgnoreUndoUpdate = true; 3120 obPart.IgnoreUndoUpdate = true;
2760 if (obPart.UUID != m_rootPart.UUID) 3121 if (obPart.UUID != m_rootPart.UUID)
2761 { 3122 {
2762 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3123 if (obPart.UUID != m_rootPart.UUID)
2763 currentpos.X *= x; 3124 {
2764 currentpos.Y *= y; 3125 obPart.IgnoreUndoUpdate = false;
2765 currentpos.Z *= z; 3126 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2766 Vector3 newSize = new Vector3(obPart.Scale); 3127 obPart.IgnoreUndoUpdate = true;
2767 newSize.X *= x; 3128
2768 newSize.Y *= y; 3129 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2769 newSize.Z *= z; 3130 currentpos.X *= x;
2770 obPart.Resize(newSize); 3131 currentpos.Y *= y;
2771 obPart.UpdateOffSet(currentpos); 3132 currentpos.Z *= z;
3133 Vector3 newSize = new Vector3(obPart.Scale);
3134 newSize.X *= x;
3135 newSize.Y *= y;
3136 newSize.Z *= z;
3137 obPart.Resize(newSize);
3138 obPart.UpdateOffSet(currentpos);
3139 }
3140 obPart.IgnoreUndoUpdate = false;
2772 } 3141 }
2773 obPart.IgnoreUndoUpdate = false; 3142 obPart.IgnoreUndoUpdate = false;
2774 obPart.StoreUndoState();
2775 } 3143 }
2776 3144
2777 if (part.PhysActor != null) 3145 if (part.PhysActor != null)
@@ -2781,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
2781 } 3149 }
2782 3150
2783 part.IgnoreUndoUpdate = false; 3151 part.IgnoreUndoUpdate = false;
2784 part.StoreUndoState();
2785 HasGroupChanged = true; 3152 HasGroupChanged = true;
2786 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3153 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2787 ScheduleGroupForTerseUpdate(); 3154 ScheduleGroupForTerseUpdate();
@@ -2798,14 +3165,11 @@ namespace OpenSim.Region.Framework.Scenes
2798 /// <param name="pos"></param> 3165 /// <param name="pos"></param>
2799 public void UpdateGroupPosition(Vector3 pos) 3166 public void UpdateGroupPosition(Vector3 pos)
2800 { 3167 {
2801 SceneObjectPart[] parts = m_parts.GetArray();
2802 for (int i = 0; i < parts.Length; i++)
2803 parts[i].StoreUndoState();
2804
2805 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3168 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2806 { 3169 {
2807 if (IsAttachment) 3170 if (IsAttachment)
2808 { 3171 {
3172 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2809 m_rootPart.AttachedPos = pos; 3173 m_rootPart.AttachedPos = pos;
2810 } 3174 }
2811 if (RootPart.GetStatusSandbox()) 3175 if (RootPart.GetStatusSandbox())
@@ -2839,7 +3203,7 @@ namespace OpenSim.Region.Framework.Scenes
2839 3203
2840 SceneObjectPart[] parts = m_parts.GetArray(); 3204 SceneObjectPart[] parts = m_parts.GetArray();
2841 for (int i = 0; i < parts.Length; i++) 3205 for (int i = 0; i < parts.Length; i++)
2842 parts[i].StoreUndoState(); 3206 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2843 3207
2844 if (part != null) 3208 if (part != null)
2845 { 3209 {
@@ -2864,7 +3228,7 @@ namespace OpenSim.Region.Framework.Scenes
2864 { 3228 {
2865 SceneObjectPart[] parts = m_parts.GetArray(); 3229 SceneObjectPart[] parts = m_parts.GetArray();
2866 for (int i = 0; i < parts.Length; i++) 3230 for (int i = 0; i < parts.Length; i++)
2867 parts[i].StoreUndoState(); 3231 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2868 3232
2869 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3233 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2870 Vector3 oldPos = 3234 Vector3 oldPos =
@@ -2885,10 +3249,27 @@ namespace OpenSim.Region.Framework.Scenes
2885 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3249 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2886 } 3250 }
2887 3251
2888 AbsolutePosition = newPos; 3252 //We have to set undoing here because otherwise an undo state will be saved
3253 if (!m_rootPart.Undoing)
3254 {
3255 m_rootPart.Undoing = true;
3256 AbsolutePosition = newPos;
3257 m_rootPart.Undoing = false;
3258 }
3259 else
3260 {
3261 AbsolutePosition = newPos;
3262 }
2889 3263
2890 HasGroupChanged = true; 3264 HasGroupChanged = true;
2891 ScheduleGroupForTerseUpdate(); 3265 if (m_rootPart.Undoing)
3266 {
3267 ScheduleGroupForFullUpdate();
3268 }
3269 else
3270 {
3271 ScheduleGroupForTerseUpdate();
3272 }
2892 } 3273 }
2893 3274
2894 public void OffsetForNewRegion(Vector3 offset) 3275 public void OffsetForNewRegion(Vector3 offset)
@@ -2908,7 +3289,7 @@ namespace OpenSim.Region.Framework.Scenes
2908 { 3289 {
2909 SceneObjectPart[] parts = m_parts.GetArray(); 3290 SceneObjectPart[] parts = m_parts.GetArray();
2910 for (int i = 0; i < parts.Length; i++) 3291 for (int i = 0; i < parts.Length; i++)
2911 parts[i].StoreUndoState(); 3292 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2912 3293
2913 m_rootPart.UpdateRotation(rot); 3294 m_rootPart.UpdateRotation(rot);
2914 3295
@@ -2932,7 +3313,7 @@ namespace OpenSim.Region.Framework.Scenes
2932 { 3313 {
2933 SceneObjectPart[] parts = m_parts.GetArray(); 3314 SceneObjectPart[] parts = m_parts.GetArray();
2934 for (int i = 0; i < parts.Length; i++) 3315 for (int i = 0; i < parts.Length; i++)
2935 parts[i].StoreUndoState(); 3316 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2936 3317
2937 m_rootPart.UpdateRotation(rot); 3318 m_rootPart.UpdateRotation(rot);
2938 3319
@@ -2957,10 +3338,9 @@ namespace OpenSim.Region.Framework.Scenes
2957 public void UpdateSingleRotation(Quaternion rot, uint localID) 3338 public void UpdateSingleRotation(Quaternion rot, uint localID)
2958 { 3339 {
2959 SceneObjectPart part = GetChildPart(localID); 3340 SceneObjectPart part = GetChildPart(localID);
2960
2961 SceneObjectPart[] parts = m_parts.GetArray(); 3341 SceneObjectPart[] parts = m_parts.GetArray();
2962 for (int i = 0; i < parts.Length; i++) 3342 for (int i = 0; i < parts.Length; i++)
2963 parts[i].StoreUndoState(); 3343 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2964 3344
2965 if (part != null) 3345 if (part != null)
2966 { 3346 {
@@ -2988,15 +3368,24 @@ namespace OpenSim.Region.Framework.Scenes
2988 if (part.UUID == m_rootPart.UUID) 3368 if (part.UUID == m_rootPart.UUID)
2989 { 3369 {
2990 UpdateRootRotation(rot); 3370 UpdateRootRotation(rot);
2991 AbsolutePosition = pos; 3371 if (!m_rootPart.Undoing)
3372 {
3373 m_rootPart.Undoing = true;
3374 AbsolutePosition = pos;
3375 m_rootPart.Undoing = false;
3376 }
3377 else
3378 {
3379 AbsolutePosition = pos;
3380 }
2992 } 3381 }
2993 else 3382 else
2994 { 3383 {
3384 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2995 part.IgnoreUndoUpdate = true; 3385 part.IgnoreUndoUpdate = true;
2996 part.UpdateRotation(rot); 3386 part.UpdateRotation(rot);
2997 part.OffsetPosition = pos; 3387 part.OffsetPosition = pos;
2998 part.IgnoreUndoUpdate = false; 3388 part.IgnoreUndoUpdate = false;
2999 part.StoreUndoState();
3000 } 3389 }
3001 } 3390 }
3002 } 3391 }
@@ -3010,8 +3399,16 @@ namespace OpenSim.Region.Framework.Scenes
3010 Quaternion axRot = rot; 3399 Quaternion axRot = rot;
3011 Quaternion oldParentRot = m_rootPart.RotationOffset; 3400 Quaternion oldParentRot = m_rootPart.RotationOffset;
3012 3401
3013 m_rootPart.StoreUndoState(); 3402 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3014 m_rootPart.UpdateRotation(rot); 3403 bool cancelUndo = false;
3404 if (!m_rootPart.Undoing)
3405 {
3406 m_rootPart.Undoing = true;
3407 cancelUndo = true;
3408 }
3409
3410 //Don't use UpdateRotation because it schedules an update prematurely
3411 m_rootPart.RotationOffset = rot;
3015 if (m_rootPart.PhysActor != null) 3412 if (m_rootPart.PhysActor != null)
3016 { 3413 {
3017 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3414 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -3026,28 +3423,22 @@ namespace OpenSim.Region.Framework.Scenes
3026 { 3423 {
3027 prim.IgnoreUndoUpdate = true; 3424 prim.IgnoreUndoUpdate = true;
3028 Vector3 axPos = prim.OffsetPosition; 3425 Vector3 axPos = prim.OffsetPosition;
3426
3029 axPos *= oldParentRot; 3427 axPos *= oldParentRot;
3030 axPos *= Quaternion.Inverse(axRot); 3428 axPos *= Quaternion.Inverse(axRot);
3031 prim.OffsetPosition = axPos; 3429 prim.OffsetPosition = axPos;
3032 Quaternion primsRot = prim.RotationOffset; 3430
3033 Quaternion newRot = primsRot * oldParentRot; 3431 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
3034 newRot *= Quaternion.Inverse(axRot); 3432
3035 prim.RotationOffset = newRot; 3433 prim.IgnoreUndoUpdate = false;
3036 prim.ScheduleTerseUpdate();
3037 } 3434 }
3038 } 3435 }
3039 3436 if (cancelUndo == true)
3040 for (int i = 0; i < parts.Length; i++)
3041 { 3437 {
3042 SceneObjectPart childpart = parts[i]; 3438 m_rootPart.Undoing = false;
3043 if (childpart != m_rootPart)
3044 {
3045 childpart.IgnoreUndoUpdate = false;
3046 childpart.StoreUndoState();
3047 }
3048 } 3439 }
3049 3440 HasGroupChanged = true;
3050 m_rootPart.ScheduleTerseUpdate(); 3441 ScheduleGroupForFullUpdate();
3051 } 3442 }
3052 3443
3053 #endregion 3444 #endregion
@@ -3270,7 +3661,6 @@ namespace OpenSim.Region.Framework.Scenes
3270 public float GetMass() 3661 public float GetMass()
3271 { 3662 {
3272 float retmass = 0f; 3663 float retmass = 0f;
3273
3274 SceneObjectPart[] parts = m_parts.GetArray(); 3664 SceneObjectPart[] parts = m_parts.GetArray();
3275 for (int i = 0; i < parts.Length; i++) 3665 for (int i = 0; i < parts.Length; i++)
3276 retmass += parts[i].GetMass(); 3666 retmass += parts[i].GetMass();
@@ -3386,6 +3776,14 @@ namespace OpenSim.Region.Framework.Scenes
3386 SetFromItemID(uuid); 3776 SetFromItemID(uuid);
3387 } 3777 }
3388 3778
3779 public void ResetOwnerChangeFlag()
3780 {
3781 ForEachPart(delegate(SceneObjectPart part)
3782 {
3783 part.ResetOwnerChangeFlag();
3784 });
3785 }
3786
3389 #endregion 3787 #endregion
3390 } 3788 }
3391} 3789}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 331abb2..4e1d6b6 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.
@@ -189,7 +190,15 @@ namespace OpenSim.Region.Framework.Scenes
189 190
190 public UUID FromFolderID; 191 public UUID FromFolderID;
191 192
192 193 // The following two are to hold the attachment data
194 // while an object is inworld
195 [XmlIgnore]
196 public byte AttachPoint = 0;
197
198 [XmlIgnore]
199 public Vector3 AttachOffset = Vector3.Zero;
200
201 [XmlIgnore]
193 public int STATUS_ROTATE_X; 202 public int STATUS_ROTATE_X;
194 203
195 204
@@ -284,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
284 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 293 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
285 private Vector3 m_sitTargetPosition; 294 private Vector3 m_sitTargetPosition;
286 private string m_sitAnimation = "SIT"; 295 private string m_sitAnimation = "SIT";
296 private bool m_occupied; // KF if any av is sitting on this prim
287 private string m_text = String.Empty; 297 private string m_text = String.Empty;
288 private string m_touchName = String.Empty; 298 private string m_touchName = String.Empty;
289 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 299 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -373,7 +383,7 @@ namespace OpenSim.Region.Framework.Scenes
373 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 383 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
374 Quaternion rotationOffset, Vector3 offsetPosition) 384 Quaternion rotationOffset, Vector3 offsetPosition)
375 { 385 {
376 m_name = "Primitive"; 386 m_name = "Object";
377 387
378 Rezzed = DateTime.UtcNow; 388 Rezzed = DateTime.UtcNow;
379 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 389 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -429,7 +439,7 @@ namespace OpenSim.Region.Framework.Scenes
429 private uint _ownerMask = (uint)PermissionMask.All; 439 private uint _ownerMask = (uint)PermissionMask.All;
430 private uint _groupMask = (uint)PermissionMask.None; 440 private uint _groupMask = (uint)PermissionMask.None;
431 private uint _everyoneMask = (uint)PermissionMask.None; 441 private uint _everyoneMask = (uint)PermissionMask.None;
432 private uint _nextOwnerMask = (uint)PermissionMask.All; 442 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
433 private PrimFlags _flags = PrimFlags.None; 443 private PrimFlags _flags = PrimFlags.None;
434 private DateTime m_expires; 444 private DateTime m_expires;
435 private DateTime m_rezzed; 445 private DateTime m_rezzed;
@@ -528,12 +538,16 @@ namespace OpenSim.Region.Framework.Scenes
528 } 538 }
529 539
530 /// <value> 540 /// <value>
531 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 541 /// Get the inventory list
532 /// </value> 542 /// </value>
533 public TaskInventoryDictionary TaskInventory 543 public TaskInventoryDictionary TaskInventory
534 { 544 {
535 get { return m_inventory.Items; } 545 get {
536 set { m_inventory.Items = value; } 546 return m_inventory.Items;
547 }
548 set {
549 m_inventory.Items = value;
550 }
537 } 551 }
538 552
539 /// <summary> 553 /// <summary>
@@ -673,14 +687,12 @@ namespace OpenSim.Region.Framework.Scenes
673 set { m_LoopSoundSlavePrims = value; } 687 set { m_LoopSoundSlavePrims = value; }
674 } 688 }
675 689
676
677 public Byte[] TextureAnimation 690 public Byte[] TextureAnimation
678 { 691 {
679 get { return m_TextureAnimation; } 692 get { return m_TextureAnimation; }
680 set { m_TextureAnimation = value; } 693 set { m_TextureAnimation = value; }
681 } 694 }
682 695
683
684 public Byte[] ParticleSystem 696 public Byte[] ParticleSystem
685 { 697 {
686 get { return m_particleSystem; } 698 get { return m_particleSystem; }
@@ -717,9 +729,11 @@ namespace OpenSim.Region.Framework.Scenes
717 { 729 {
718 // If this is a linkset, we don't want the physics engine mucking up our group position here. 730 // If this is a linkset, we don't want the physics engine mucking up our group position here.
719 PhysicsActor actor = PhysActor; 731 PhysicsActor actor = PhysActor;
720 if (actor != null && _parentID == 0) 732 if (_parentID == 0)
721 { 733 {
722 m_groupPosition = actor.Position; 734 if (actor != null)
735 m_groupPosition = actor.Position;
736 return m_groupPosition;
723 } 737 }
724 738
725 if (IsAttachment) 739 if (IsAttachment)
@@ -729,12 +743,14 @@ namespace OpenSim.Region.Framework.Scenes
729 return sp.AbsolutePosition; 743 return sp.AbsolutePosition;
730 } 744 }
731 745
746 // use root prim's group position. Physics may have updated it
747 if (ParentGroup.RootPart != this)
748 m_groupPosition = ParentGroup.RootPart.GroupPosition;
732 return m_groupPosition; 749 return m_groupPosition;
733 } 750 }
734 set 751 set
735 { 752 {
736 m_groupPosition = value; 753 m_groupPosition = value;
737
738 PhysicsActor actor = PhysActor; 754 PhysicsActor actor = PhysActor;
739 if (actor != null) 755 if (actor != null)
740 { 756 {
@@ -754,25 +770,13 @@ namespace OpenSim.Region.Framework.Scenes
754 770
755 // Tell the physics engines that this prim changed. 771 // Tell the physics engines that this prim changed.
756 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 772 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
773
757 } 774 }
758 catch (Exception e) 775 catch (Exception e)
759 { 776 {
760 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 777 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
761 } 778 }
762 } 779 }
763
764 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
765 if (m_sitTargetAvatar != UUID.Zero)
766 {
767 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
768 {
769 ScenePresence avatar;
770 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
771 {
772 avatar.ParentPosition = GetWorldPosition();
773 }
774 }
775 }
776 } 780 }
777 } 781 }
778 782
@@ -781,7 +785,8 @@ namespace OpenSim.Region.Framework.Scenes
781 get { return m_offsetPosition; } 785 get { return m_offsetPosition; }
782 set 786 set
783 { 787 {
784 StoreUndoState(); 788 Vector3 oldpos = m_offsetPosition;
789 StoreUndoState(UndoType.STATE_PRIM_POSITION);
785 m_offsetPosition = value; 790 m_offsetPosition = value;
786 791
787 if (ParentGroup != null && !ParentGroup.IsDeleted) 792 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -795,7 +800,22 @@ namespace OpenSim.Region.Framework.Scenes
795 // Tell the physics engines that this prim changed. 800 // Tell the physics engines that this prim changed.
796 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 801 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
797 } 802 }
803
804 if (!m_parentGroup.m_dupeInProgress)
805 {
806 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
807 foreach (ScenePresence av in avs)
808 {
809 if (av.LinkedPrim == m_uuid)
810 {
811 Vector3 offset = (m_offsetPosition - oldpos);
812 av.OffsetPosition += offset;
813 av.SendAvatarDataToAllAgents();
814 }
815 }
816 }
798 } 817 }
818 TriggerScriptChangedEvent(Changed.POSITION);
799 } 819 }
800 } 820 }
801 821
@@ -837,7 +857,7 @@ namespace OpenSim.Region.Framework.Scenes
837 857
838 set 858 set
839 { 859 {
840 StoreUndoState(); 860 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
841 m_rotationOffset = value; 861 m_rotationOffset = value;
842 862
843 PhysicsActor actor = PhysActor; 863 PhysicsActor actor = PhysActor;
@@ -921,7 +941,16 @@ namespace OpenSim.Region.Framework.Scenes
921 /// <summary></summary> 941 /// <summary></summary>
922 public Vector3 Acceleration 942 public Vector3 Acceleration
923 { 943 {
924 get { return m_acceleration; } 944 get
945 {
946 PhysicsActor actor = PhysActor;
947 if (actor != null)
948 {
949 m_acceleration = actor.Acceleration;
950 }
951 return m_acceleration;
952 }
953
925 set { m_acceleration = value; } 954 set { m_acceleration = value; }
926 } 955 }
927 956
@@ -1012,7 +1041,7 @@ namespace OpenSim.Region.Framework.Scenes
1012 get { return m_shape.Scale; } 1041 get { return m_shape.Scale; }
1013 set 1042 set
1014 { 1043 {
1015 StoreUndoState(); 1044 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1016 if (m_shape != null) 1045 if (m_shape != null)
1017 { 1046 {
1018 m_shape.Scale = value; 1047 m_shape.Scale = value;
@@ -1078,11 +1107,10 @@ namespace OpenSim.Region.Framework.Scenes
1078 1107
1079 public Vector3 AbsolutePosition 1108 public Vector3 AbsolutePosition
1080 { 1109 {
1081 get { 1110 get
1082 if (IsAttachment) 1111 {
1083 return GroupPosition; 1112 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1084 1113 }
1085 return m_offsetPosition + m_groupPosition; }
1086 } 1114 }
1087 1115
1088 public SceneObjectGroup ParentGroup 1116 public SceneObjectGroup ParentGroup
@@ -1241,6 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1241 _flags = value; 1269 _flags = value;
1242 } 1270 }
1243 } 1271 }
1272
1273 [XmlIgnore]
1274 public bool IsOccupied // KF If an av is sittingon this prim
1275 {
1276 get { return m_occupied; }
1277 set { m_occupied = value; }
1278 }
1244 1279
1245 1280
1246 public UUID SitTargetAvatar 1281 public UUID SitTargetAvatar
@@ -1316,14 +1351,6 @@ namespace OpenSim.Region.Framework.Scenes
1316 } 1351 }
1317 } 1352 }
1318 1353
1319 /// <summary>
1320 /// Clear all pending updates of parts to clients
1321 /// </summary>
1322 private void ClearUpdateSchedule()
1323 {
1324 m_updateFlag = 0;
1325 }
1326
1327 private void SendObjectPropertiesToClient(UUID AgentID) 1354 private void SendObjectPropertiesToClient(UUID AgentID)
1328 { 1355 {
1329 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1356 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1574,14 +1601,22 @@ namespace OpenSim.Region.Framework.Scenes
1574 // or flexible 1601 // or flexible
1575 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1602 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1576 { 1603 {
1577 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1604 try
1578 string.Format("{0}/{1}", Name, UUID), 1605 {
1579 Shape, 1606 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1580 AbsolutePosition, 1607 string.Format("{0}/{1}", Name, UUID),
1581 Scale, 1608 Shape,
1582 RotationOffset, 1609 AbsolutePosition,
1583 RigidBody); 1610 Scale,
1584 1611 RotationOffset,
1612 RigidBody);
1613 PhysActor.SetMaterial(Material);
1614 }
1615 catch
1616 {
1617 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1618 PhysActor = null;
1619 }
1585 // Basic Physics returns null.. joy joy joy. 1620 // Basic Physics returns null.. joy joy joy.
1586 if (PhysActor != null) 1621 if (PhysActor != null)
1587 { 1622 {
@@ -1609,7 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
1609 { 1644 {
1610 m_redo.Clear(); 1645 m_redo.Clear();
1611 } 1646 }
1612 StoreUndoState(); 1647 StoreUndoState(UndoType.STATE_ALL);
1613 } 1648 }
1614 1649
1615 public byte ConvertScriptUintToByte(uint indata) 1650 public byte ConvertScriptUintToByte(uint indata)
@@ -1678,6 +1713,9 @@ namespace OpenSim.Region.Framework.Scenes
1678 1713
1679 // Move afterwards ResetIDs as it clears the localID 1714 // Move afterwards ResetIDs as it clears the localID
1680 dupe.LocalId = localID; 1715 dupe.LocalId = localID;
1716 if(dupe.PhysActor != null)
1717 dupe.PhysActor.LocalID = localID;
1718
1681 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1719 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1682 dupe._lastOwnerID = OwnerID; 1720 dupe._lastOwnerID = OwnerID;
1683 1721
@@ -1721,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1759 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1722 part.Shape = shape; 1760 part.Shape = shape;
1723 1761
1724 part.Name = "Primitive"; 1762 part.Name = "Object";
1725 part._ownerID = UUID.Random(); 1763 part._ownerID = UUID.Random();
1726 1764
1727 return part; 1765 return part;
@@ -2074,19 +2112,17 @@ namespace OpenSim.Region.Framework.Scenes
2074 public Vector3 GetWorldPosition() 2112 public Vector3 GetWorldPosition()
2075 { 2113 {
2076 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2114 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2077
2078 Vector3 axPos = OffsetPosition; 2115 Vector3 axPos = OffsetPosition;
2079
2080 axPos *= parentRot; 2116 axPos *= parentRot;
2081 Vector3 translationOffsetPosition = axPos; 2117 Vector3 translationOffsetPosition = axPos;
2082 2118 if(_parentID == 0)
2083// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2119 {
2084 2120 return GroupPosition;
2085 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2121 }
2086 2122 else
2087// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2123 {
2088 2124 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2089 return worldPos; 2125 }
2090 } 2126 }
2091 2127
2092 /// <summary> 2128 /// <summary>
@@ -2743,17 +2779,18 @@ namespace OpenSim.Region.Framework.Scenes
2743 //Trys to fetch sound id from prim's inventory. 2779 //Trys to fetch sound id from prim's inventory.
2744 //Prim's inventory doesn't support non script items yet 2780 //Prim's inventory doesn't support non script items yet
2745 2781
2746 lock (TaskInventory) 2782 TaskInventory.LockItemsForRead(true);
2783
2784 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2747 { 2785 {
2748 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2786 if (item.Value.Name == sound)
2749 { 2787 {
2750 if (item.Value.Name == sound) 2788 soundID = item.Value.ItemID;
2751 { 2789 break;
2752 soundID = item.Value.ItemID;
2753 break;
2754 }
2755 } 2790 }
2756 } 2791 }
2792
2793 TaskInventory.LockItemsForRead(false);
2757 } 2794 }
2758 2795
2759 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2796 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2813,7 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes
2813 /// <param name="scale"></param> 2850 /// <param name="scale"></param>
2814 public void Resize(Vector3 scale) 2851 public void Resize(Vector3 scale)
2815 { 2852 {
2816 StoreUndoState(); 2853 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2817 m_shape.Scale = scale; 2854 m_shape.Scale = scale;
2818 2855
2819 ParentGroup.HasGroupChanged = true; 2856 ParentGroup.HasGroupChanged = true;
@@ -2822,38 +2859,7 @@ namespace OpenSim.Region.Framework.Scenes
2822 2859
2823 public void RotLookAt(Quaternion target, float strength, float damping) 2860 public void RotLookAt(Quaternion target, float strength, float damping)
2824 { 2861 {
2825 rotLookAt(target, strength, damping); 2862 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2826 }
2827
2828 public void rotLookAt(Quaternion target, float strength, float damping)
2829 {
2830 if (IsAttachment)
2831 {
2832 /*
2833 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2834 if (avatar != null)
2835 {
2836 Rotate the Av?
2837 } */
2838 }
2839 else
2840 {
2841 APIDDamp = damping;
2842 APIDStrength = strength;
2843 APIDTarget = target;
2844 }
2845 }
2846
2847 public void startLookAt(Quaternion rot, float damp, float strength)
2848 {
2849 APIDDamp = damp;
2850 APIDStrength = strength;
2851 APIDTarget = rot;
2852 }
2853
2854 public void stopLookAt()
2855 {
2856 APIDTarget = Quaternion.Identity;
2857 } 2863 }
2858 2864
2859 /// <summary> 2865 /// <summary>
@@ -2865,7 +2871,10 @@ namespace OpenSim.Region.Framework.Scenes
2865 2871
2866 if (m_parentGroup != null) 2872 if (m_parentGroup != null)
2867 { 2873 {
2868 m_parentGroup.QueueForUpdateCheck(); 2874 if (!m_parentGroup.areUpdatesSuspended)
2875 {
2876 m_parentGroup.QueueForUpdateCheck();
2877 }
2869 } 2878 }
2870 2879
2871 int timeNow = Util.UnixTimeSinceEpoch(); 2880 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3082,8 +3091,8 @@ namespace OpenSim.Region.Framework.Scenes
3082 { 3091 {
3083 const float ROTATION_TOLERANCE = 0.01f; 3092 const float ROTATION_TOLERANCE = 0.01f;
3084 const float VELOCITY_TOLERANCE = 0.001f; 3093 const float VELOCITY_TOLERANCE = 0.001f;
3085 const float POSITION_TOLERANCE = 0.05f; 3094 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3086 const int TIME_MS_TOLERANCE = 3000; 3095 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3087 3096
3088 if (m_updateFlag == 1) 3097 if (m_updateFlag == 1)
3089 { 3098 {
@@ -3097,7 +3106,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3106 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3098 { 3107 {
3099 AddTerseUpdateToAllAvatars(); 3108 AddTerseUpdateToAllAvatars();
3100 ClearUpdateSchedule(); 3109
3101 3110
3102 // This causes the Scene to 'poll' physical objects every couple of frames 3111 // This causes the Scene to 'poll' physical objects every couple of frames
3103 // bad, so it's been replaced by an event driven method. 3112 // bad, so it's been replaced by an event driven method.
@@ -3115,16 +3124,18 @@ namespace OpenSim.Region.Framework.Scenes
3115 m_lastAngularVelocity = AngularVelocity; 3124 m_lastAngularVelocity = AngularVelocity;
3116 m_lastTerseSent = Environment.TickCount; 3125 m_lastTerseSent = Environment.TickCount;
3117 } 3126 }
3127 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3128 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3118 } 3129 }
3119 else 3130 else
3120 { 3131 {
3121 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3132 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3122 { 3133 {
3123 AddFullUpdateToAllAvatars(); 3134 AddFullUpdateToAllAvatars();
3124 ClearUpdateSchedule(); 3135 m_updateFlag = 0; //Same here
3125 } 3136 }
3126 } 3137 }
3127 ClearUpdateSchedule(); 3138 m_updateFlag = 0;
3128 } 3139 }
3129 3140
3130 /// <summary> 3141 /// <summary>
@@ -3152,17 +3163,16 @@ namespace OpenSim.Region.Framework.Scenes
3152 if (!UUID.TryParse(sound, out soundID)) 3163 if (!UUID.TryParse(sound, out soundID))
3153 { 3164 {
3154 // search sound file from inventory 3165 // search sound file from inventory
3155 lock (TaskInventory) 3166 TaskInventory.LockItemsForRead(true);
3167 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3156 { 3168 {
3157 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3169 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3158 { 3170 {
3159 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3171 soundID = item.Value.ItemID;
3160 { 3172 break;
3161 soundID = item.Value.ItemID;
3162 break;
3163 }
3164 } 3173 }
3165 } 3174 }
3175 TaskInventory.LockItemsForRead(false);
3166 } 3176 }
3167 3177
3168 if (soundID == UUID.Zero) 3178 if (soundID == UUID.Zero)
@@ -3592,7 +3602,7 @@ namespace OpenSim.Region.Framework.Scenes
3592 3602
3593 public void StopLookAt() 3603 public void StopLookAt()
3594 { 3604 {
3595 m_parentGroup.stopLookAt(); 3605 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3596 3606
3597 m_parentGroup.ScheduleGroupForTerseUpdate(); 3607 m_parentGroup.ScheduleGroupForTerseUpdate();
3598 } 3608 }
@@ -3619,10 +3629,9 @@ namespace OpenSim.Region.Framework.Scenes
3619 m_parentGroup.ScheduleGroupForTerseUpdate(); 3629 m_parentGroup.ScheduleGroupForTerseUpdate();
3620 //m_parentGroup.ScheduleGroupForFullUpdate(); 3630 //m_parentGroup.ScheduleGroupForFullUpdate();
3621 } 3631 }
3622 3632 public void StoreUndoState(UndoType type)
3623 public void StoreUndoState()
3624 { 3633 {
3625 if (!Undoing) 3634 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3626 { 3635 {
3627 if (!IgnoreUndoUpdate) 3636 if (!IgnoreUndoUpdate)
3628 { 3637 {
@@ -3633,17 +3642,25 @@ namespace OpenSim.Region.Framework.Scenes
3633 if (m_undo.Count > 0) 3642 if (m_undo.Count > 0)
3634 { 3643 {
3635 UndoState last = m_undo.Peek(); 3644 UndoState last = m_undo.Peek();
3636 if (last != null) 3645
3637 {
3638 if (last.Compare(this))
3639 return;
3640 }
3641 } 3646 }
3642 3647
3643 if (m_parentGroup.GetSceneMaxUndo() > 0) 3648 if (m_parentGroup.GetSceneMaxUndo() > 0)
3644 { 3649 {
3645 UndoState nUndo = new UndoState(this); 3650 UndoState lastUndo = m_undo.Peek();
3646 3651
3652 UndoState nUndo = new UndoState(this, type);
3653
3654 if (lastUndo != null)
3655 {
3656 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3657 if (ts.TotalMilliseconds < 500)
3658 {
3659 //Delete the last entry since it was less than 500 milliseconds ago
3660 nUndo.Merge(lastUndo);
3661 m_undo.Pop();
3662 }
3663 }
3647 m_undo.Push(nUndo); 3664 m_undo.Push(nUndo);
3648 } 3665 }
3649 3666
@@ -4120,11 +4137,13 @@ namespace OpenSim.Region.Framework.Scenes
4120 if (m_undo.Count > 0) 4137 if (m_undo.Count > 0)
4121 { 4138 {
4122 UndoState nUndo = null; 4139 UndoState nUndo = null;
4140 UndoState goback = m_undo.Pop();
4123 if (m_parentGroup.GetSceneMaxUndo() > 0) 4141 if (m_parentGroup.GetSceneMaxUndo() > 0)
4124 { 4142 {
4125 nUndo = new UndoState(this); 4143 nUndo = new UndoState(this, goback.Type);
4126 } 4144 }
4127 UndoState goback = m_undo.Pop(); 4145
4146
4128 if (goback != null) 4147 if (goback != null)
4129 { 4148 {
4130 goback.PlaybackState(this); 4149 goback.PlaybackState(this);
@@ -4139,13 +4158,13 @@ namespace OpenSim.Region.Framework.Scenes
4139 { 4158 {
4140 lock (m_redo) 4159 lock (m_redo)
4141 { 4160 {
4161 UndoState gofwd = m_redo.Pop();
4142 if (m_parentGroup.GetSceneMaxUndo() > 0) 4162 if (m_parentGroup.GetSceneMaxUndo() > 0)
4143 { 4163 {
4144 UndoState nUndo = new UndoState(this); 4164 UndoState nUndo = new UndoState(this, gofwd.Type);
4145 4165
4146 m_undo.Push(nUndo); 4166 m_undo.Push(nUndo);
4147 } 4167 }
4148 UndoState gofwd = m_redo.Pop();
4149 if (gofwd != null) 4168 if (gofwd != null)
4150 gofwd.PlayfwdState(this); 4169 gofwd.PlayfwdState(this);
4151 } 4170 }
@@ -4409,6 +4428,7 @@ namespace OpenSim.Region.Framework.Scenes
4409 Scale, 4428 Scale,
4410 RotationOffset, 4429 RotationOffset,
4411 UsePhysics); 4430 UsePhysics);
4431 PhysActor.SetMaterial(Material);
4412 4432
4413 pa = PhysActor; 4433 pa = PhysActor;
4414 if (pa != null) 4434 if (pa != null)
@@ -4594,8 +4614,9 @@ namespace OpenSim.Region.Framework.Scenes
4594 { 4614 {
4595 m_shape.TextureEntry = textureEntry; 4615 m_shape.TextureEntry = textureEntry;
4596 TriggerScriptChangedEvent(Changed.TEXTURE); 4616 TriggerScriptChangedEvent(Changed.TEXTURE);
4597 4617 m_updateFlag = 1;
4598 ParentGroup.HasGroupChanged = true; 4618 ParentGroup.HasGroupChanged = true;
4619
4599 //This is madness.. 4620 //This is madness..
4600 //ParentGroup.ScheduleGroupForFullUpdate(); 4621 //ParentGroup.ScheduleGroupForFullUpdate();
4601 //This is sparta 4622 //This is sparta
@@ -4828,5 +4849,17 @@ namespace OpenSim.Region.Framework.Scenes
4828 Color color = Color; 4849 Color color = Color;
4829 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4850 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4830 } 4851 }
4852
4853 public void ResetOwnerChangeFlag()
4854 {
4855 List<UUID> inv = Inventory.GetInventoryList();
4856
4857 foreach (UUID itemID in inv)
4858 {
4859 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4860 item.OwnerChanged = false;
4861 Inventory.UpdateInventoryItem(item, false, false);
4862 }
4863 }
4831 } 4864 }
4832} 4865}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3b60f8c..56680df 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -120,39 +126,45 @@ namespace OpenSim.Region.Framework.Scenes
120 /// <param name="linkNum">Link number for the part</param> 126 /// <param name="linkNum">Link number for the part</param>
121 public void ResetInventoryIDs() 127 public void ResetInventoryIDs()
122 { 128 {
123 if (null == m_part || null == m_part.ParentGroup) 129 m_items.LockItemsForWrite(true);
124 return; 130
125 131 if (Items.Count == 0)
126 lock (m_items)
127 { 132 {
128 if (0 == m_items.Count) 133 m_items.LockItemsForWrite(false);
129 return; 134 return;
135 }
130 136
131 IList<TaskInventoryItem> items = GetInventoryItems(); 137 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
132 m_items.Clear(); 138 Items.Clear();
133 139
134 foreach (TaskInventoryItem item in items) 140 foreach (TaskInventoryItem item in items)
135 { 141 {
136 item.ResetIDs(m_part.UUID); 142 item.ResetIDs(m_part.UUID);
137 m_items.Add(item.ItemID, item); 143 Items.Add(item.ItemID, item);
138 }
139 } 144 }
145 m_items.LockItemsForWrite(false);
140 } 146 }
141 147
142 public void ResetObjectID() 148 public void ResetObjectID()
143 { 149 {
144 lock (Items) 150 m_items.LockItemsForWrite(true);
151
152 if (Items.Count == 0)
145 { 153 {
146 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 154 m_items.LockItemsForWrite(false);
147 Items.Clear(); 155 return;
148 156 }
149 foreach (TaskInventoryItem item in items) 157
150 { 158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
151 item.ParentPartID = m_part.UUID; 159 Items.Clear();
152 item.ParentID = m_part.UUID; 160
153 Items.Add(item.ItemID, item); 161 foreach (TaskInventoryItem item in items)
154 } 162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
155 } 166 }
167 m_items.LockItemsForWrite(false);
156 } 168 }
157 169
158 /// <summary> 170 /// <summary>
@@ -161,12 +173,11 @@ namespace OpenSim.Region.Framework.Scenes
161 /// <param name="ownerId"></param> 173 /// <param name="ownerId"></param>
162 public void ChangeInventoryOwner(UUID ownerId) 174 public void ChangeInventoryOwner(UUID ownerId)
163 { 175 {
164 lock (Items) 176 m_items.LockItemsForWrite(true);
177 if (0 == Items.Count)
165 { 178 {
166 if (0 == Items.Count) 179 m_items.LockItemsForWrite(false);
167 { 180 return;
168 return;
169 }
170 } 181 }
171 182
172 HasInventoryChanged = true; 183 HasInventoryChanged = true;
@@ -182,6 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
182 item.PermsGranter = UUID.Zero; 193 item.PermsGranter = UUID.Zero;
183 item.OwnerChanged = true; 194 item.OwnerChanged = true;
184 } 195 }
196 m_items.LockItemsForWrite(false);
185 } 197 }
186 198
187 /// <summary> 199 /// <summary>
@@ -190,12 +202,11 @@ namespace OpenSim.Region.Framework.Scenes
190 /// <param name="groupID"></param> 202 /// <param name="groupID"></param>
191 public void ChangeInventoryGroup(UUID groupID) 203 public void ChangeInventoryGroup(UUID groupID)
192 { 204 {
193 lock (Items) 205 m_items.LockItemsForWrite(true);
206 if (0 == Items.Count)
194 { 207 {
195 if (0 == Items.Count) 208 m_items.LockItemsForWrite(false);
196 { 209 return;
197 return;
198 }
199 } 210 }
200 211
201 // Don't let this set the HasGroupChanged flag for attachments 212 // Don't let this set the HasGroupChanged flag for attachments
@@ -207,12 +218,45 @@ namespace OpenSim.Region.Framework.Scenes
207 m_part.ParentGroup.HasGroupChanged = true; 218 m_part.ParentGroup.HasGroupChanged = true;
208 } 219 }
209 220
210 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
211 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
212 { 223 {
213 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
214 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
215 } 228 }
229 m_items.LockItemsForWrite(false);
230 }
231
232 private void QueryScriptStates()
233 {
234 if (m_part == null || m_part.ParentGroup == null)
235 return;
236
237 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
238 if (engines == null) // No engine at all
239 return;
240
241 Items.LockItemsForRead(true);
242 foreach (TaskInventoryItem item in Items.Values)
243 {
244 if (item.InvType == (int)InventoryType.LSL)
245 {
246 foreach (IScriptModule e in engines)
247 {
248 bool running;
249
250 if (e.HasScript(item.ItemID, out running))
251 {
252 item.ScriptRunning = running;
253 break;
254 }
255 }
256 }
257 }
258
259 Items.LockItemsForRead(false);
216 } 260 }
217 261
218 /// <summary> 262 /// <summary>
@@ -220,9 +264,14 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 264 /// </summary>
221 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 265 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
222 { 266 {
223 List<TaskInventoryItem> scripts = GetInventoryScripts(); 267 Items.LockItemsForRead(true);
224 foreach (TaskInventoryItem item in scripts) 268 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
225 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 269 Items.LockItemsForRead(false);
270 foreach (TaskInventoryItem item in items)
271 {
272 if ((int)InventoryType.LSL == item.InvType)
273 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
274 }
226 } 275 }
227 276
228 public ArrayList GetScriptErrors(UUID itemID) 277 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +304,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 304 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 305 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 306 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 307 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 308 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 309 Items.LockItemsForRead(false);
310
311 foreach (TaskInventoryItem item in items)
312 {
313 if ((int)InventoryType.LSL == item.InvType)
314 {
315 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
316 m_part.RemoveScriptEvents(item.ItemID);
317 }
318 }
261 } 319 }
262 320
263 /// <summary> 321 /// <summary>
@@ -273,7 +331,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 331 // item.Name, item.ItemID, Name, UUID);
274 332
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 333 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
334 {
335 StoreScriptError(item.ItemID, "no permission");
276 return; 336 return;
337 }
277 338
278 m_part.AddFlag(PrimFlags.Scripted); 339 m_part.AddFlag(PrimFlags.Scripted);
279 340
@@ -282,14 +343,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 343 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 344 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 345 {
285 lock (m_items) 346 m_items.LockItemsForWrite(true);
286 { 347 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 348 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 349 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 350 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 351 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
352 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 353 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 354 m_part.ScheduleFullUpdate();
295 return; 355 return;
@@ -298,6 +358,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 358 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 359 if (null == asset)
300 { 360 {
361 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
362 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 363 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 364 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 365 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +371,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 371 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 372 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 373
312 lock (m_items) 374 m_items.LockItemsForWrite(true);
313 { 375
314 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 378
379 m_items.LockItemsForWrite(false);
317 380
318 string script = Utils.BytesToString(asset.Data); 381 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 382 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 383 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
384 StoreScriptErrors(item.ItemID, null);
385 if (!item.ScriptRunning)
386 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
387 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 388 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 389 m_part.ScheduleFullUpdate();
323 } 390 }
@@ -381,21 +448,145 @@ namespace OpenSim.Region.Framework.Scenes
381 448
382 /// <summary> 449 /// <summary>
383 /// Start a script which is in this prim's inventory. 450 /// Start a script which is in this prim's inventory.
451 /// Some processing may occur in the background, but this routine returns asap.
384 /// </summary> 452 /// </summary>
385 /// <param name="itemId"> 453 /// <param name="itemId">
386 /// A <see cref="UUID"/> 454 /// A <see cref="UUID"/>
387 /// </param> 455 /// </param>
388 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 456 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
389 { 457 {
390 TaskInventoryItem item = GetInventoryItem(itemId); 458 lock (m_scriptErrors)
391 if (item != null) 459 {
392 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 460 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
461 m_scriptErrors.Remove(itemId);
462 }
463 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
464 }
465
466 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
467 {
468 m_items.LockItemsForRead(true);
469 if (m_items.ContainsKey(itemId))
470 {
471 if (m_items.ContainsKey(itemId))
472 {
473 m_items.LockItemsForRead(false);
474 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
475 }
476 else
477 {
478 m_items.LockItemsForRead(false);
479 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
480 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
481 StoreScriptError(itemId, msg);
482 m_log.ErrorFormat(
483 "[PRIM INVENTORY]: " +
484 "Couldn't start script with ID {0} since it {1}", itemId, msg);
485 }
486 }
393 else 487 else
488 {
489 m_items.LockItemsForRead(false);
490 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
491 StoreScriptError(itemId, msg);
394 m_log.ErrorFormat( 492 m_log.ErrorFormat(
395 "[PRIM INVENTORY]: " + 493 "[PRIM INVENTORY]: " +
396 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 494 "Couldn't start script with ID {0} since it {1}", itemId, msg);
397 itemId, m_part.Name, m_part.UUID, 495 }
398 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 496
497 }
498
499 /// <summary>
500 /// Start a script which is in this prim's inventory and return any compilation error messages.
501 /// </summary>
502 /// <param name="itemId">
503 /// A <see cref="UUID"/>
504 /// </param>
505 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 ArrayList errors;
508
509 // Indicate to CreateScriptInstanceInternal() we want it to
510 // post any compilation/loading error messages
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = null;
514 }
515
516 // Perform compilation/loading
517 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
518
519 // Wait for and retrieve any errors
520 lock (m_scriptErrors)
521 {
522 while ((errors = m_scriptErrors[itemId]) == null)
523 {
524 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
525 {
526 m_log.ErrorFormat(
527 "[PRIM INVENTORY]: " +
528 "timedout waiting for script {0} errors", itemId);
529 errors = m_scriptErrors[itemId];
530 if (errors == null)
531 {
532 errors = new ArrayList(1);
533 errors.Add("timedout waiting for errors");
534 }
535 break;
536 }
537 }
538 m_scriptErrors.Remove(itemId);
539 }
540 return errors;
541 }
542
543 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
544 private void StoreScriptErrors(UUID itemId, ArrayList errors)
545 {
546 lock (m_scriptErrors)
547 {
548 // If compilation/loading initiated via CreateScriptInstance(),
549 // it does not want the errors, so just get out
550 if (!m_scriptErrors.ContainsKey(itemId))
551 {
552 return;
553 }
554
555 // Initiated via CreateScriptInstanceEr(), if we know what the
556 // errors are, save them and wake CreateScriptInstanceEr().
557 if (errors != null)
558 {
559 m_scriptErrors[itemId] = errors;
560 System.Threading.Monitor.PulseAll(m_scriptErrors);
561 return;
562 }
563 }
564
565 // Initiated via CreateScriptInstanceEr() but we don't know what
566 // the errors are yet, so retrieve them from the script engine.
567 // This may involve some waiting internal to GetScriptErrors().
568 errors = GetScriptErrors(itemId);
569
570 // Get a default non-null value to indicate success.
571 if (errors == null)
572 {
573 errors = new ArrayList();
574 }
575
576 // Post to CreateScriptInstanceEr() and wake it up
577 lock (m_scriptErrors)
578 {
579 m_scriptErrors[itemId] = errors;
580 System.Threading.Monitor.PulseAll(m_scriptErrors);
581 }
582 }
583
584 // Like StoreScriptErrors(), but just posts a single string message
585 private void StoreScriptError(UUID itemId, string message)
586 {
587 ArrayList errors = new ArrayList(1);
588 errors.Add(message);
589 StoreScriptErrors(itemId, errors);
399 } 590 }
400 591
401 /// <summary> 592 /// <summary>
@@ -408,15 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
408 /// </param> 599 /// </param>
409 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 600 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
410 { 601 {
411 bool scriptPresent = false; 602 if (m_items.ContainsKey(itemId))
412
413 lock (m_items)
414 {
415 if (m_items.ContainsKey(itemId))
416 scriptPresent = true;
417 }
418
419 if (scriptPresent)
420 { 603 {
421 if (!sceneObjectBeingDeleted) 604 if (!sceneObjectBeingDeleted)
422 m_part.RemoveScriptEvents(itemId); 605 m_part.RemoveScriptEvents(itemId);
@@ -441,14 +624,16 @@ namespace OpenSim.Region.Framework.Scenes
441 /// <returns></returns> 624 /// <returns></returns>
442 private bool InventoryContainsName(string name) 625 private bool InventoryContainsName(string name)
443 { 626 {
444 lock (m_items) 627 m_items.LockItemsForRead(true);
628 foreach (TaskInventoryItem item in m_items.Values)
445 { 629 {
446 foreach (TaskInventoryItem item in m_items.Values) 630 if (item.Name == name)
447 { 631 {
448 if (item.Name == name) 632 m_items.LockItemsForRead(false);
449 return true; 633 return true;
450 } 634 }
451 } 635 }
636 m_items.LockItemsForRead(false);
452 return false; 637 return false;
453 } 638 }
454 639
@@ -490,8 +675,9 @@ namespace OpenSim.Region.Framework.Scenes
490 /// <param name="item"></param> 675 /// <param name="item"></param>
491 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 676 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
492 { 677 {
493 List<TaskInventoryItem> il = GetInventoryItems(); 678 m_items.LockItemsForRead(true);
494 679 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
680 m_items.LockItemsForRead(false);
495 foreach (TaskInventoryItem i in il) 681 foreach (TaskInventoryItem i in il)
496 { 682 {
497 if (i.Name == item.Name) 683 if (i.Name == item.Name)
@@ -529,14 +715,14 @@ namespace OpenSim.Region.Framework.Scenes
529 item.Name = name; 715 item.Name = name;
530 item.GroupID = m_part.GroupID; 716 item.GroupID = m_part.GroupID;
531 717
532 lock (m_items) 718 m_items.LockItemsForWrite(true);
533 m_items.Add(item.ItemID, item); 719 m_items.Add(item.ItemID, item);
534 720 m_items.LockItemsForWrite(false);
535 if (allowedDrop) 721 if (allowedDrop)
536 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 722 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
537 else 723 else
538 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 724 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
539 725
540 m_inventorySerial++; 726 m_inventorySerial++;
541 //m_inventorySerial += 2; 727 //m_inventorySerial += 2;
542 HasInventoryChanged = true; 728 HasInventoryChanged = true;
@@ -552,15 +738,15 @@ namespace OpenSim.Region.Framework.Scenes
552 /// <param name="items"></param> 738 /// <param name="items"></param>
553 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 739 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
554 { 740 {
555 lock (m_items) 741 m_items.LockItemsForWrite(true);
742 foreach (TaskInventoryItem item in items)
556 { 743 {
557 foreach (TaskInventoryItem item in items) 744 m_items.Add(item.ItemID, item);
558 { 745// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 m_items.Add(item.ItemID, item);
560// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 }
562 m_inventorySerial++;
563 } 746 }
747 m_items.LockItemsForWrite(false);
748
749 m_inventorySerial++;
564 } 750 }
565 751
566 /// <summary> 752 /// <summary>
@@ -571,10 +757,9 @@ namespace OpenSim.Region.Framework.Scenes
571 public TaskInventoryItem GetInventoryItem(UUID itemId) 757 public TaskInventoryItem GetInventoryItem(UUID itemId)
572 { 758 {
573 TaskInventoryItem item; 759 TaskInventoryItem item;
574 760 m_items.LockItemsForRead(true);
575 lock (m_items) 761 m_items.TryGetValue(itemId, out item);
576 m_items.TryGetValue(itemId, out item); 762 m_items.LockItemsForRead(false);
577
578 return item; 763 return item;
579 } 764 }
580 765
@@ -590,15 +775,16 @@ namespace OpenSim.Region.Framework.Scenes
590 { 775 {
591 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 776 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
592 777
593 lock (m_items) 778 m_items.LockItemsForRead(true);
779
780 foreach (TaskInventoryItem item in m_items.Values)
594 { 781 {
595 foreach (TaskInventoryItem item in m_items.Values) 782 if (item.Name == name)
596 { 783 items.Add(item);
597 if (item.Name == name)
598 items.Add(item);
599 }
600 } 784 }
601 785
786 m_items.LockItemsForRead(false);
787
602 return items; 788 return items;
603 } 789 }
604 790
@@ -617,6 +803,9 @@ namespace OpenSim.Region.Framework.Scenes
617 string xmlData = Utils.BytesToString(rezAsset.Data); 803 string xmlData = Utils.BytesToString(rezAsset.Data);
618 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 804 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
619 805
806 group.RootPart.AttachPoint = group.RootPart.Shape.State;
807 group.RootPart.AttachOffset = group.AbsolutePosition;
808
620 group.ResetIDs(); 809 group.ResetIDs();
621 810
622 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 811 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -691,8 +880,9 @@ namespace OpenSim.Region.Framework.Scenes
691 880
692 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 881 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
693 { 882 {
694 TaskInventoryItem it = GetInventoryItem(item.ItemID); 883 m_items.LockItemsForWrite(true);
695 if (it != null) 884
885 if (m_items.ContainsKey(item.ItemID))
696 { 886 {
697// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 887// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
698 888
@@ -705,14 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
705 item.GroupID = m_part.GroupID; 895 item.GroupID = m_part.GroupID;
706 896
707 if (item.AssetID == UUID.Zero) 897 if (item.AssetID == UUID.Zero)
708 item.AssetID = it.AssetID; 898 item.AssetID = m_items[item.ItemID].AssetID;
709 899
710 lock (m_items) 900 m_items[item.ItemID] = item;
711 { 901 m_inventorySerial++;
712 m_items[item.ItemID] = item;
713 m_inventorySerial++;
714 }
715
716 if (fireScriptEvents) 902 if (fireScriptEvents)
717 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 903 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
718 904
@@ -721,7 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
721 HasInventoryChanged = true; 907 HasInventoryChanged = true;
722 m_part.ParentGroup.HasGroupChanged = true; 908 m_part.ParentGroup.HasGroupChanged = true;
723 } 909 }
724 910 m_items.LockItemsForWrite(false);
725 return true; 911 return true;
726 } 912 }
727 else 913 else
@@ -732,8 +918,9 @@ namespace OpenSim.Region.Framework.Scenes
732 item.ItemID, m_part.Name, m_part.UUID, 918 item.ItemID, m_part.Name, m_part.UUID,
733 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 919 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
734 } 920 }
735 return false; 921 m_items.LockItemsForWrite(false);
736 922
923 return false;
737 } 924 }
738 925
739 /// <summary> 926 /// <summary>
@@ -744,107 +931,68 @@ namespace OpenSim.Region.Framework.Scenes
744 /// in this prim's inventory.</returns> 931 /// in this prim's inventory.</returns>
745 public int RemoveInventoryItem(UUID itemID) 932 public int RemoveInventoryItem(UUID itemID)
746 { 933 {
747 TaskInventoryItem item = GetInventoryItem(itemID); 934 m_items.LockItemsForRead(true);
748 if (item != null) 935
936 if (m_items.ContainsKey(itemID))
749 { 937 {
750 int type = m_items[itemID].InvType; 938 int type = m_items[itemID].InvType;
939 m_items.LockItemsForRead(false);
751 if (type == 10) // Script 940 if (type == 10) // Script
752 { 941 {
753 m_part.RemoveScriptEvents(itemID);
754 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 942 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
755 } 943 }
944 m_items.LockItemsForWrite(true);
756 m_items.Remove(itemID); 945 m_items.Remove(itemID);
946 m_items.LockItemsForWrite(false);
757 m_inventorySerial++; 947 m_inventorySerial++;
758 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 948 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
759 949
760 HasInventoryChanged = true; 950 HasInventoryChanged = true;
761 m_part.ParentGroup.HasGroupChanged = true; 951 m_part.ParentGroup.HasGroupChanged = true;
762 952
763 if (!ContainsScripts()) 953 int scriptcount = 0;
954 m_items.LockItemsForRead(true);
955 foreach (TaskInventoryItem item in m_items.Values)
956 {
957 if (item.Type == 10)
958 {
959 scriptcount++;
960 }
961 }
962 m_items.LockItemsForRead(false);
963
964
965 if (scriptcount <= 0)
966 {
764 m_part.RemFlag(PrimFlags.Scripted); 967 m_part.RemFlag(PrimFlags.Scripted);
968 }
765 969
766 m_part.ScheduleFullUpdate(); 970 m_part.ScheduleFullUpdate();
767 971
768 return type; 972 return type;
769
770 } 973 }
771 else 974 else
772 { 975 {
976 m_items.LockItemsForRead(false);
773 m_log.ErrorFormat( 977 m_log.ErrorFormat(
774 "[PRIM INVENTORY]: " + 978 "[PRIM INVENTORY]: " +
775 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 979 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
776 itemID, m_part.Name, m_part.UUID, 980 itemID, m_part.Name, m_part.UUID);
777 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
778 } 981 }
779 982
780 return -1; 983 return -1;
781 } 984 }
782 985
783 private bool CreateInventoryFile() 986 private bool CreateInventoryFileName()
784 { 987 {
785 if (m_inventoryFileName == String.Empty || 988 if (m_inventoryFileName == String.Empty ||
786 m_inventoryFileNameSerial < m_inventorySerial) 989 m_inventoryFileNameSerial < m_inventorySerial)
787 { 990 {
788 // Something changed, we need to create a new file
789 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 991 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
790 m_inventoryFileNameSerial = m_inventorySerial; 992 m_inventoryFileNameSerial = m_inventorySerial;
791
792 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
793
794 lock (m_items)
795 {
796 foreach (TaskInventoryItem item in m_items.Values)
797 {
798 UUID ownerID = item.OwnerID;
799 uint everyoneMask = 0;
800 uint baseMask = item.BasePermissions;
801 uint ownerMask = item.CurrentPermissions;
802 uint groupMask = item.GroupPermissions;
803
804 invString.AddItemStart();
805 invString.AddNameValueLine("item_id", item.ItemID.ToString());
806 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
807
808 invString.AddPermissionsStart();
809
810 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
811 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
812 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
813 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
814 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
815
816 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
817 invString.AddNameValueLine("owner_id", ownerID.ToString());
818
819 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
820
821 invString.AddNameValueLine("group_id", item.GroupID.ToString());
822 invString.AddSectionEnd();
823
824 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
825 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
826 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
827 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
828
829 invString.AddSaleStart();
830 invString.AddNameValueLine("sale_type", "not");
831 invString.AddNameValueLine("sale_price", "0");
832 invString.AddSectionEnd();
833
834 invString.AddNameValueLine("name", item.Name + "|");
835 invString.AddNameValueLine("desc", item.Description + "|");
836
837 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
838 invString.AddSectionEnd();
839 }
840 }
841
842 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
843
844 return true; 993 return true;
845 } 994 }
846 995
847 // No need to recreate, the existing file is fine
848 return false; 996 return false;
849 } 997 }
850 998
@@ -854,26 +1002,99 @@ namespace OpenSim.Region.Framework.Scenes
854 /// <param name="xferManager"></param> 1002 /// <param name="xferManager"></param>
855 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1003 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
856 { 1004 {
857 CreateInventoryFile(); 1005 bool changed = CreateInventoryFileName();
1006
1007 bool includeAssets = false;
1008 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1009 includeAssets = true;
1010
1011 if (m_inventoryPrivileged != includeAssets)
1012 changed = true;
1013
1014 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1015
1016 Items.LockItemsForRead(true);
858 1017
859 if (m_inventorySerial == 0) // No inventory 1018 if (m_inventorySerial == 0) // No inventory
860 { 1019 {
861 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1020 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1021 Items.LockItemsForRead(false);
862 return; 1022 return;
863 } 1023 }
864 1024
865 // In principle, we should only do the rest if the inventory changed; 1025 if (!changed)
866 // by sending m_inventorySerial to the client, it ought to know 1026 {
867 // that nothing changed and that it doesn't need to request the file. 1027 if (m_inventoryFileData.Length > 2)
868 // Unfortunately, it doesn't look like the client optimizes this; 1028 {
869 // the client seems to always come back and request the Xfer, 1029 xferManager.AddNewFile(m_inventoryFileName,
870 // no matter what value m_inventorySerial has. 1030 m_inventoryFileData);
1031 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1032 Util.StringToBytes256(m_inventoryFileName));
1033
1034 Items.LockItemsForRead(false);
1035 return;
1036 }
1037 }
1038
1039 m_inventoryPrivileged = includeAssets;
1040
1041 foreach (TaskInventoryItem item in m_items.Values)
1042 {
1043 UUID ownerID = item.OwnerID;
1044 uint everyoneMask = 0;
1045 uint baseMask = item.BasePermissions;
1046 uint ownerMask = item.CurrentPermissions;
1047 uint groupMask = item.GroupPermissions;
1048
1049 invString.AddItemStart();
1050 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1051 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1052
1053 invString.AddPermissionsStart();
1054
1055 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1056 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1057 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1058 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1059 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1060
1061 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1062 invString.AddNameValueLine("owner_id", ownerID.ToString());
1063
1064 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1065
1066 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1067 invString.AddSectionEnd();
1068
1069 if (includeAssets)
1070 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1071 else
1072 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1073 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1074 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1075 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1076
1077 invString.AddSaleStart();
1078 invString.AddNameValueLine("sale_type", "not");
1079 invString.AddNameValueLine("sale_price", "0");
1080 invString.AddSectionEnd();
1081
1082 invString.AddNameValueLine("name", item.Name + "|");
1083 invString.AddNameValueLine("desc", item.Description + "|");
1084
1085 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1086 invString.AddSectionEnd();
1087 }
1088
1089 Items.LockItemsForRead(false);
1090
1091 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
871 1092
872 if (m_inventoryFileData.Length > 2) 1093 if (m_inventoryFileData.Length > 2)
873 // Add the file for Xfer 1094 {
874 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1095 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1096 }
875 1097
876 // Tell the client we're ready to Xfer the file
877 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, 1098 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
878 Util.StringToBytes256(m_inventoryFileName)); 1099 Util.StringToBytes256(m_inventoryFileName));
879 } 1100 }
@@ -886,10 +1107,11 @@ namespace OpenSim.Region.Framework.Scenes
886 { 1107 {
887 if (HasInventoryChanged) 1108 if (HasInventoryChanged)
888 { 1109 {
889 HasInventoryChanged = false; 1110 Items.LockItemsForRead(true);
890 List<TaskInventoryItem> items = GetInventoryItems(); 1111 datastore.StorePrimInventory(m_part.UUID, Items.Values);
891 datastore.StorePrimInventory(m_part.UUID, items); 1112 Items.LockItemsForRead(false);
892 1113
1114 HasInventoryChanged = false;
893 } 1115 }
894 } 1116 }
895 1117
@@ -956,82 +1178,63 @@ namespace OpenSim.Region.Framework.Scenes
956 { 1178 {
957 uint mask=0x7fffffff; 1179 uint mask=0x7fffffff;
958 1180
959 lock (m_items) 1181 foreach (TaskInventoryItem item in m_items.Values)
960 { 1182 {
961 foreach (TaskInventoryItem item in m_items.Values) 1183 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1184 mask &= ~((uint)PermissionMask.Copy >> 13);
1185 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1186 mask &= ~((uint)PermissionMask.Transfer >> 13);
1187 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1188 mask &= ~((uint)PermissionMask.Modify >> 13);
1189
1190 if (item.InvType == (int)InventoryType.Object)
962 { 1191 {
963 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1192 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
964 mask &= ~((uint)PermissionMask.Copy >> 13); 1193 mask &= ~((uint)PermissionMask.Copy >> 13);
965 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1194 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
966 mask &= ~((uint)PermissionMask.Transfer >> 13); 1195 mask &= ~((uint)PermissionMask.Transfer >> 13);
967 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1196 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
968 mask &= ~((uint)PermissionMask.Modify >> 13); 1197 mask &= ~((uint)PermissionMask.Modify >> 13);
969
970 if (item.InvType != (int)InventoryType.Object)
971 {
972 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
973 mask &= ~((uint)PermissionMask.Copy >> 13);
974 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
975 mask &= ~((uint)PermissionMask.Transfer >> 13);
976 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
977 mask &= ~((uint)PermissionMask.Modify >> 13);
978 }
979 else
980 {
981 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
982 mask &= ~((uint)PermissionMask.Copy >> 13);
983 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
984 mask &= ~((uint)PermissionMask.Transfer >> 13);
985 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
986 mask &= ~((uint)PermissionMask.Modify >> 13);
987 }
988
989 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
990 mask &= ~(uint)PermissionMask.Copy;
991 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
992 mask &= ~(uint)PermissionMask.Transfer;
993 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
994 mask &= ~(uint)PermissionMask.Modify;
995 } 1198 }
1199
1200 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1201 mask &= ~(uint)PermissionMask.Copy;
1202 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1203 mask &= ~(uint)PermissionMask.Transfer;
1204 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1205 mask &= ~(uint)PermissionMask.Modify;
996 } 1206 }
997
998 return mask; 1207 return mask;
999 } 1208 }
1000 1209
1001 public void ApplyNextOwnerPermissions() 1210 public void ApplyNextOwnerPermissions()
1002 { 1211 {
1003 lock (m_items) 1212 foreach (TaskInventoryItem item in m_items.Values)
1004 { 1213 {
1005 foreach (TaskInventoryItem item in m_items.Values) 1214 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1006 { 1215 {
1007 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1008 { 1217 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1009 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1010 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1219 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1011 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1012 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1221 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1013 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1014 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1015 }
1016 item.CurrentPermissions &= item.NextPermissions;
1017 item.BasePermissions &= item.NextPermissions;
1018 item.EveryonePermissions &= item.NextPermissions;
1019 item.OwnerChanged = true;
1020 item.PermsMask = 0;
1021 item.PermsGranter = UUID.Zero;
1022 } 1222 }
1223 item.OwnerChanged = true;
1224 item.CurrentPermissions &= item.NextPermissions;
1225 item.BasePermissions &= item.NextPermissions;
1226 item.EveryonePermissions &= item.NextPermissions;
1227 item.PermsMask = 0;
1228 item.PermsGranter = UUID.Zero;
1023 } 1229 }
1024 } 1230 }
1025 1231
1026 public void ApplyGodPermissions(uint perms) 1232 public void ApplyGodPermissions(uint perms)
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 item.CurrentPermissions = perms;
1031 { 1237 item.BasePermissions = perms;
1032 item.CurrentPermissions = perms;
1033 item.BasePermissions = perms;
1034 }
1035 } 1238 }
1036 m_inventorySerial++; 1239 m_inventorySerial++;
1037 HasInventoryChanged = true; 1240 HasInventoryChanged = true;
@@ -1039,17 +1242,13 @@ namespace OpenSim.Region.Framework.Scenes
1039 1242
1040 public bool ContainsScripts() 1243 public bool ContainsScripts()
1041 { 1244 {
1042 lock (m_items) 1245 foreach (TaskInventoryItem item in m_items.Values)
1043 { 1246 {
1044 foreach (TaskInventoryItem item in m_items.Values) 1247 if (item.InvType == (int)InventoryType.LSL)
1045 { 1248 {
1046 if (item.InvType == (int)InventoryType.LSL) 1249 return true;
1047 {
1048 return true;
1049 }
1050 } 1250 }
1051 } 1251 }
1052
1053 return false; 1252 return false;
1054 } 1253 }
1055 1254
@@ -1057,11 +1256,8 @@ namespace OpenSim.Region.Framework.Scenes
1057 { 1256 {
1058 List<UUID> ret = new List<UUID>(); 1257 List<UUID> ret = new List<UUID>();
1059 1258
1060 lock (m_items) 1259 foreach (TaskInventoryItem item in m_items.Values)
1061 { 1260 ret.Add(item.ItemID);
1062 foreach (TaskInventoryItem item in m_items.Values)
1063 ret.Add(item.ItemID);
1064 }
1065 1261
1066 return ret; 1262 return ret;
1067 } 1263 }
@@ -1092,6 +1288,11 @@ namespace OpenSim.Region.Framework.Scenes
1092 1288
1093 public Dictionary<UUID, string> GetScriptStates() 1289 public Dictionary<UUID, string> GetScriptStates()
1094 { 1290 {
1291 return GetScriptStates(false);
1292 }
1293
1294 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1295 {
1095 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1296 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1096 1297
1097 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1298 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1102,25 +1303,35 @@ namespace OpenSim.Region.Framework.Scenes
1102 if (engines == null) // No engine at all 1303 if (engines == null) // No engine at all
1103 return ret; 1304 return ret;
1104 1305
1105 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1306 Items.LockItemsForRead(true);
1106 1307 foreach (TaskInventoryItem item in m_items.Values)
1107 foreach (TaskInventoryItem item in scripts)
1108 { 1308 {
1109 foreach (IScriptModule e in engines) 1309 if (item.InvType == (int)InventoryType.LSL)
1110 { 1310 {
1111 if (e != null) 1311 foreach (IScriptModule e in engines)
1112 { 1312 {
1113 string n = e.GetXMLState(item.ItemID); 1313 if (e != null)
1114 if (n != String.Empty)
1115 { 1314 {
1116 if (!ret.ContainsKey(item.ItemID)) 1315 string n = e.GetXMLState(item.ItemID);
1117 ret[item.ItemID] = n; 1316 if (n != String.Empty)
1118 break; 1317 {
1318 if (oldIDs)
1319 {
1320 if (!ret.ContainsKey(item.OldItemID))
1321 ret[item.OldItemID] = n;
1322 }
1323 else
1324 {
1325 if (!ret.ContainsKey(item.ItemID))
1326 ret[item.ItemID] = n;
1327 }
1328 break;
1329 }
1119 } 1330 }
1120 } 1331 }
1121 } 1332 }
1122 } 1333 }
1123 1334 Items.LockItemsForRead(false);
1124 return ret; 1335 return ret;
1125 } 1336 }
1126 1337
@@ -1130,21 +1341,27 @@ namespace OpenSim.Region.Framework.Scenes
1130 if (engines == null) 1341 if (engines == null)
1131 return; 1342 return;
1132 1343
1133 List<TaskInventoryItem> scripts = GetInventoryScripts();
1134 1344
1135 foreach (TaskInventoryItem item in scripts) 1345 Items.LockItemsForRead(true);
1346
1347 foreach (TaskInventoryItem item in m_items.Values)
1136 { 1348 {
1137 foreach (IScriptModule engine in engines) 1349 if (item.InvType == (int)InventoryType.LSL)
1138 { 1350 {
1139 if (engine != null) 1351 foreach (IScriptModule engine in engines)
1140 { 1352 {
1141 if (item.OwnerChanged) 1353 if (engine != null)
1142 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1354 {
1143 item.OwnerChanged = false; 1355 if (item.OwnerChanged)
1144 engine.ResumeScript(item.ItemID); 1356 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1357 item.OwnerChanged = false;
1358 engine.ResumeScript(item.ItemID);
1359 }
1145 } 1360 }
1146 } 1361 }
1147 } 1362 }
1363
1364 Items.LockItemsForRead(false);
1148 } 1365 }
1149 } 1366 }
1150} 1367}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f6295b1..af6f89c 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
@@ -110,6 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
110 { 113 {
111 get { return m_attachments; } 114 get { return m_attachments; }
112 } 115 }
116
113 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
114 118
115 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
@@ -119,10 +123,12 @@ namespace OpenSim.Region.Framework.Scenes
119 private SceneObjectGroup proxyObjectGroup; 123 private SceneObjectGroup proxyObjectGroup;
120 //private SceneObjectPart proxyObjectPart = null; 124 //private SceneObjectPart proxyObjectPart = null;
121 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
122 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;
@@ -130,6 +136,11 @@ namespace OpenSim.Region.Framework.Scenes
130 private bool m_updateflag; 136 private bool m_updateflag;
131 private byte m_movementflag; 137 private byte m_movementflag;
132 private Vector3? m_forceToApply; 138 private Vector3? m_forceToApply;
139 private int m_userFlags;
140 public int UserFlags
141 {
142 get { return m_userFlags; }
143 }
133 private TeleportFlags m_teleportFlags; 144 private TeleportFlags m_teleportFlags;
134 public TeleportFlags TeleportFlags 145 public TeleportFlags TeleportFlags
135 { 146 {
@@ -160,9 +171,10 @@ namespace OpenSim.Region.Framework.Scenes
160 private int m_perfMonMS; 171 private int m_perfMonMS;
161 172
162 private bool m_setAlwaysRun; 173 private bool m_setAlwaysRun;
163
164 private bool m_forceFly; 174 private bool m_forceFly;
165 private bool m_flyDisabled; 175 private bool m_flyDisabled;
176 private bool m_flyingOld; // add for fly velocity control
177 public bool m_wasFlying; // add for fly velocity control
166 178
167 private float m_speedModifier = 1.0f; 179 private float m_speedModifier = 1.0f;
168 180
@@ -181,7 +193,8 @@ namespace OpenSim.Region.Framework.Scenes
181 protected RegionInfo m_regionInfo; 193 protected RegionInfo m_regionInfo;
182 protected ulong crossingFromRegion; 194 protected ulong crossingFromRegion;
183 195
184 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 196 private readonly Vector3[] Dir_Vectors = new Vector3[11];
197 private bool m_isNudging = false;
185 198
186 // Position of agent's camera in world (region cordinates) 199 // Position of agent's camera in world (region cordinates)
187 protected Vector3 m_CameraCenter; 200 protected Vector3 m_CameraCenter;
@@ -206,17 +219,25 @@ namespace OpenSim.Region.Framework.Scenes
206 private bool m_autopilotMoving; 219 private bool m_autopilotMoving;
207 private Vector3 m_autoPilotTarget; 220 private Vector3 m_autoPilotTarget;
208 private bool m_sitAtAutoTarget; 221 private bool m_sitAtAutoTarget;
222 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
209 223
210 private string m_nextSitAnimation = String.Empty; 224 private string m_nextSitAnimation = String.Empty;
211 225
212 //PauPaw:Proper PID Controler for autopilot************ 226 //PauPaw:Proper PID Controler for autopilot************
213 private bool m_moveToPositionInProgress; 227 private bool m_moveToPositionInProgress;
214 private Vector3 m_moveToPositionTarget; 228 private Vector3 m_moveToPositionTarget;
229 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
215 230
216 private bool m_followCamAuto; 231 private bool m_followCamAuto;
217 232
218 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
234 private int m_lastColCount = -1; //KF: Look for Collision chnages
235 private int m_updateCount = 0; //KF: Update Anims for a while
236 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
219 private const int NumMovementsBetweenRayCast = 5; 237 private const int NumMovementsBetweenRayCast = 5;
238 private List<uint> m_lastColliders = new List<uint>();
239
240 private object m_syncRoot = new Object();
220 241
221 private bool CameraConstraintActive; 242 private bool CameraConstraintActive;
222 //private int m_moveToPositionStateStatus; 243 //private int m_moveToPositionStateStatus;
@@ -253,7 +274,9 @@ namespace OpenSim.Region.Framework.Scenes
253 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 274 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
254 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 275 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
255 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 276 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
256 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 277 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
278 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
279 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
257 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 280 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
258 } 281 }
259 282
@@ -460,7 +483,8 @@ namespace OpenSim.Region.Framework.Scenes
460 get 483 get
461 { 484 {
462 PhysicsActor actor = m_physicsActor; 485 PhysicsActor actor = m_physicsActor;
463 if (actor != null) 486// if (actor != null)
487 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
464 m_pos = actor.Position; 488 m_pos = actor.Position;
465 else 489 else
466 { 490 {
@@ -482,7 +506,7 @@ namespace OpenSim.Region.Framework.Scenes
482 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 506 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
483 if (part != null) 507 if (part != null)
484 { 508 {
485 return m_parentPosition + (m_pos * part.GetWorldRotation()); 509 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
486 } 510 }
487 else 511 else
488 { 512 {
@@ -509,7 +533,8 @@ namespace OpenSim.Region.Framework.Scenes
509 } 533 }
510 } 534 }
511 535
512 m_pos = value; 536 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
537 m_pos = value;
513 m_parentPosition = Vector3.Zero; 538 m_parentPosition = Vector3.Zero;
514 } 539 }
515 } 540 }
@@ -553,10 +578,39 @@ namespace OpenSim.Region.Framework.Scenes
553 } 578 }
554 } 579 }
555 580
581 public Quaternion OffsetRotation
582 {
583 get { return m_offsetRotation; }
584 set { m_offsetRotation = value; }
585 }
586
556 public Quaternion Rotation 587 public Quaternion Rotation
557 { 588 {
558 get { return m_bodyRot; } 589 get {
559 set { m_bodyRot = value; } 590 if (m_parentID != 0)
591 {
592 if (m_offsetRotation != null)
593 {
594 return m_offsetRotation;
595 }
596 else
597 {
598 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
599 }
600
601 }
602 else
603 {
604 return m_bodyRot;
605 }
606 }
607 set {
608 m_bodyRot = value;
609 if (m_parentID != 0)
610 {
611 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
612 }
613 }
560 } 614 }
561 615
562 public Quaternion PreviousRotation 616 public Quaternion PreviousRotation
@@ -581,11 +635,21 @@ namespace OpenSim.Region.Framework.Scenes
581 635
582 private uint m_parentID; 636 private uint m_parentID;
583 637
638
639 private UUID m_linkedPrim;
640
584 public uint ParentID 641 public uint ParentID
585 { 642 {
586 get { return m_parentID; } 643 get { return m_parentID; }
587 set { m_parentID = value; } 644 set { m_parentID = value; }
588 } 645 }
646
647 public UUID LinkedPrim
648 {
649 get { return m_linkedPrim; }
650 set { m_linkedPrim = value; }
651 }
652
589 public float Health 653 public float Health
590 { 654 {
591 get { return m_health; } 655 get { return m_health; }
@@ -707,7 +771,7 @@ namespace OpenSim.Region.Framework.Scenes
707 CreateSceneViewer(); 771 CreateSceneViewer();
708 m_animator = new ScenePresenceAnimator(this); 772 m_animator = new ScenePresenceAnimator(this);
709 } 773 }
710 774
711 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 775 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
712 { 776 {
713 m_DrawDistance = world.DefaultDrawDistance; 777 m_DrawDistance = world.DefaultDrawDistance;
@@ -722,6 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
722 m_localId = m_scene.AllocateLocalId(); 786 m_localId = m_scene.AllocateLocalId();
723 787
724 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 788 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
789 m_userFlags = account.UserFlags;
725 790
726 if (account != null) 791 if (account != null)
727 m_userLevel = account.UserLevel; 792 m_userLevel = account.UserLevel;
@@ -740,10 +805,7 @@ namespace OpenSim.Region.Framework.Scenes
740 m_reprioritization_timer.AutoReset = false; 805 m_reprioritization_timer.AutoReset = false;
741 806
742 AdjustKnownSeeds(); 807 AdjustKnownSeeds();
743
744 // TODO: I think, this won't send anything, as we are still a child here...
745 Animator.TrySetMovementAnimation("STAND"); 808 Animator.TrySetMovementAnimation("STAND");
746
747 // we created a new ScenePresence (a new child agent) in a fresh region. 809 // we created a new ScenePresence (a new child agent) in a fresh region.
748 // Request info about all the (root) agents in this region 810 // Request info about all the (root) agents in this region
749 // Note: This won't send data *to* other clients in that region (children don't send) 811 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -794,25 +856,47 @@ namespace OpenSim.Region.Framework.Scenes
794 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 856 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
795 Dir_Vectors[4] = Vector3.UnitZ; //UP 857 Dir_Vectors[4] = Vector3.UnitZ; //UP
796 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 858 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
797 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 859 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
798 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 860 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
799 Dir_Vectors[7] = -Vector3.UnitX; //BACK 861 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
862 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
863 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
800 } 864 }
801 865
802 private Vector3[] GetWalkDirectionVectors() 866 private Vector3[] GetWalkDirectionVectors()
803 { 867 {
804 Vector3[] vector = new Vector3[9]; 868 Vector3[] vector = new Vector3[11];
805 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 869 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
806 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 870 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
807 vector[2] = Vector3.UnitY; //LEFT 871 vector[2] = Vector3.UnitY; //LEFT
808 vector[3] = -Vector3.UnitY; //RIGHT 872 vector[3] = -Vector3.UnitY; //RIGHT
809 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 873 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
810 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 874 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
811 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 875 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
812 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 876 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
813 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 877 vector[8] = Vector3.UnitY; //LEFT_NUDGE
878 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
879 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
814 return vector; 880 return vector;
815 } 881 }
882
883 private bool[] GetDirectionIsNudge()
884 {
885 bool[] isNudge = new bool[11];
886 isNudge[0] = false; //FORWARD
887 isNudge[1] = false; //BACK
888 isNudge[2] = false; //LEFT
889 isNudge[3] = false; //RIGHT
890 isNudge[4] = false; //UP
891 isNudge[5] = false; //DOWN
892 isNudge[6] = true; //FORWARD_NUDGE
893 isNudge[7] = true; //BACK_NUDGE
894 isNudge[8] = true; //LEFT_NUDGE
895 isNudge[9] = true; //RIGHT_NUDGE
896 isNudge[10] = true; //DOWN_Nudge
897 return isNudge;
898 }
899
816 900
817 #endregion 901 #endregion
818 902
@@ -877,6 +961,62 @@ namespace OpenSim.Region.Framework.Scenes
877 pos.Y = crossedBorder.BorderLine.Z - 1; 961 pos.Y = crossedBorder.BorderLine.Z - 1;
878 } 962 }
879 963
964 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
965 if (land != null)
966 {
967 // If we come in via login, landmark or map, we want to
968 // honor landing points. If we come in via Lure, we want
969 // to ignore them.
970 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
971 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
972 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
973 {
974 // Don't restrict gods, estate managers, or land owners to
975 // the TP point. This behaviour mimics agni.
976 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
977 land.LandData.UserLocation != Vector3.Zero &&
978 GodLevel < 200 &&
979 ((land.LandData.OwnerID != m_uuid &&
980 (!m_scene.Permissions.IsGod(m_uuid)) &&
981 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
982 {
983 pos = land.LandData.UserLocation;
984 }
985 }
986
987 land.SendLandUpdateToClient(ControllingClient);
988 }
989
990 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
991 {
992 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
993
994 if (pos.X < 0)
995 {
996 emergencyPos.X = (int)Constants.RegionSize + pos.X;
997 if (!(pos.Y < 0))
998 emergencyPos.Y = pos.Y;
999 if (!(pos.Z < 0))
1000 emergencyPos.Z = pos.Z;
1001 }
1002 if (pos.Y < 0)
1003 {
1004 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
1005 if (!(pos.X < 0))
1006 emergencyPos.X = pos.X;
1007 if (!(pos.Z < 0))
1008 emergencyPos.Z = pos.Z;
1009 }
1010 if (pos.Z < 0)
1011 {
1012 emergencyPos.Z = 128;
1013 if (!(pos.Y < 0))
1014 emergencyPos.Y = pos.Y;
1015 if (!(pos.X < 0))
1016 emergencyPos.X = pos.X;
1017 }
1018 }
1019
880 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1020 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
881 { 1021 {
882 m_log.WarnFormat( 1022 m_log.WarnFormat(
@@ -1022,16 +1162,21 @@ namespace OpenSim.Region.Framework.Scenes
1022 /// <summary> 1162 /// <summary>
1023 /// Removes physics plugin scene representation of this agent if it exists. 1163 /// Removes physics plugin scene representation of this agent if it exists.
1024 /// </summary> 1164 /// </summary>
1025 private void RemoveFromPhysicalScene() 1165 public void RemoveFromPhysicalScene()
1026 { 1166 {
1027 if (PhysicsActor != null) 1167 if (PhysicsActor != null)
1028 { 1168 {
1029 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1169 try
1030 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1170 {
1031 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1171 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1032 m_physicsActor.UnSubscribeEvents(); 1172 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1033 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1173 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1034 PhysicsActor = null; 1174 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1175 m_physicsActor.UnSubscribeEvents();
1176 PhysicsActor = null;
1177 }
1178 catch
1179 { }
1035 } 1180 }
1036 } 1181 }
1037 1182
@@ -1042,11 +1187,13 @@ namespace OpenSim.Region.Framework.Scenes
1042 public void Teleport(Vector3 pos) 1187 public void Teleport(Vector3 pos)
1043 { 1188 {
1044 bool isFlying = false; 1189 bool isFlying = false;
1190
1045 if (m_physicsActor != null) 1191 if (m_physicsActor != null)
1046 isFlying = m_physicsActor.Flying; 1192 isFlying = m_physicsActor.Flying;
1047 1193
1048 RemoveFromPhysicalScene(); 1194 RemoveFromPhysicalScene();
1049 Velocity = Vector3.Zero; 1195 Velocity = Vector3.Zero;
1196 CheckLandingPoint(ref pos);
1050 AbsolutePosition = pos; 1197 AbsolutePosition = pos;
1051 AddToPhysicalScene(isFlying); 1198 AddToPhysicalScene(isFlying);
1052 if (m_appearance != null) 1199 if (m_appearance != null)
@@ -1056,6 +1203,7 @@ namespace OpenSim.Region.Framework.Scenes
1056 } 1203 }
1057 1204
1058 SendTerseUpdateToAllClients(); 1205 SendTerseUpdateToAllClients();
1206
1059 } 1207 }
1060 1208
1061 public void TeleportWithMomentum(Vector3 pos) 1209 public void TeleportWithMomentum(Vector3 pos)
@@ -1065,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
1065 isFlying = m_physicsActor.Flying; 1213 isFlying = m_physicsActor.Flying;
1066 1214
1067 RemoveFromPhysicalScene(); 1215 RemoveFromPhysicalScene();
1216 CheckLandingPoint(ref pos);
1068 AbsolutePosition = pos; 1217 AbsolutePosition = pos;
1069 AddToPhysicalScene(isFlying); 1218 AddToPhysicalScene(isFlying);
1070 if (m_appearance != null) 1219 if (m_appearance != null)
@@ -1275,6 +1424,7 @@ namespace OpenSim.Region.Framework.Scenes
1275 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1424 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1276 1425
1277 m_pos = m_LastFinitePos; 1426 m_pos = m_LastFinitePos;
1427
1278 if (!m_pos.IsFinite()) 1428 if (!m_pos.IsFinite())
1279 { 1429 {
1280 m_pos.X = 127f; 1430 m_pos.X = 127f;
@@ -1345,7 +1495,6 @@ namespace OpenSim.Region.Framework.Scenes
1345 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1495 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1346 } 1496 }
1347 } 1497 }
1348
1349 lock (scriptedcontrols) 1498 lock (scriptedcontrols)
1350 { 1499 {
1351 if (scriptedcontrols.Count > 0) 1500 if (scriptedcontrols.Count > 0)
@@ -1360,6 +1509,9 @@ namespace OpenSim.Region.Framework.Scenes
1360 1509
1361 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1510 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1362 { 1511 {
1512 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1513 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1514
1363 // TODO: This doesn't prevent the user from walking yet. 1515 // TODO: This doesn't prevent the user from walking yet.
1364 // Setting parent ID would fix this, if we knew what value 1516 // Setting parent ID would fix this, if we knew what value
1365 // to use. Or we could add a m_isSitting variable. 1517 // to use. Or we could add a m_isSitting variable.
@@ -1408,12 +1560,20 @@ namespace OpenSim.Region.Framework.Scenes
1408 if (actor.Flying != oldflying) 1560 if (actor.Flying != oldflying)
1409 update_movementflag = true; 1561 update_movementflag = true;
1410 1562
1563 if (m_animator.m_jumping) // add for jumping
1564 update_movementflag = true;
1565
1411 if (q != m_bodyRot) 1566 if (q != m_bodyRot)
1412 { 1567 {
1413 m_bodyRot = q; 1568 m_bodyRot = q;
1414 update_rotation = true; 1569 update_rotation = true;
1415 } 1570 }
1416 1571
1572 //guilty until proven innocent..
1573 bool Nudging = true;
1574 //Basically, if there is at least one non-nudge control then we don't need
1575 //to worry about stopping the avatar
1576
1417 if (m_parentID == 0) 1577 if (m_parentID == 0)
1418 { 1578 {
1419 bool bAllowUpdateMoveToPosition = false; 1579 bool bAllowUpdateMoveToPosition = false;
@@ -1428,9 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1428 else 1588 else
1429 dirVectors = Dir_Vectors; 1589 dirVectors = Dir_Vectors;
1430 1590
1431 // The fact that m_movementflag is a byte needs to be fixed 1591 bool[] isNudge = GetDirectionIsNudge();
1432 // it really should be a uint 1592
1433 uint nudgehack = 250; 1593
1594
1595
1596
1434 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1597 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1435 { 1598 {
1436 if (((uint)flags & (uint)DCF) != 0) 1599 if (((uint)flags & (uint)DCF) != 0)
@@ -1440,40 +1603,28 @@ namespace OpenSim.Region.Framework.Scenes
1440 try 1603 try
1441 { 1604 {
1442 agent_control_v3 += dirVectors[i]; 1605 agent_control_v3 += dirVectors[i];
1443 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1606 if (isNudge[i] == false)
1607 {
1608 Nudging = false;
1609 }
1444 } 1610 }
1445 catch (IndexOutOfRangeException) 1611 catch (IndexOutOfRangeException)
1446 { 1612 {
1447 // Why did I get this? 1613 // Why did I get this?
1448 } 1614 }
1449 1615
1450 if ((m_movementflag & (byte)(uint)DCF) == 0) 1616 if ((m_movementflag & (uint)DCF) == 0)
1451 { 1617 {
1452 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1453 {
1454 m_movementflag |= (byte)nudgehack;
1455 }
1456 m_movementflag += (byte)(uint)DCF; 1618 m_movementflag += (byte)(uint)DCF;
1457 update_movementflag = true; 1619 update_movementflag = true;
1458 } 1620 }
1459 } 1621 }
1460 else 1622 else
1461 { 1623 {
1462 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1624 if ((m_movementflag & (uint)DCF) != 0)
1463 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1464 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1465 ) // This or is for Nudge forward
1466 { 1625 {
1467 m_movementflag -= ((byte)(uint)DCF); 1626 m_movementflag -= (byte)(uint)DCF;
1468
1469 update_movementflag = true; 1627 update_movementflag = true;
1470 /*
1471 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1472 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1473 {
1474 m_log.Debug("Removed Hack flag");
1475 }
1476 */
1477 } 1628 }
1478 else 1629 else
1479 { 1630 {
@@ -1482,7 +1633,6 @@ namespace OpenSim.Region.Framework.Scenes
1482 } 1633 }
1483 i++; 1634 i++;
1484 } 1635 }
1485
1486 //Paupaw:Do Proper PID for Autopilot here 1636 //Paupaw:Do Proper PID for Autopilot here
1487 if (bResetMoveToPosition) 1637 if (bResetMoveToPosition)
1488 { 1638 {
@@ -1494,8 +1644,41 @@ namespace OpenSim.Region.Framework.Scenes
1494 1644
1495 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1645 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1496 { 1646 {
1647/*
1648 bool twoD = false;
1649 bool there = false;
1650 if (Animator != null)
1651 {
1652 switch (Animator.CurrentMovementAnimation)
1653 {
1654 case "STAND":
1655 case "WALK":
1656 case "RUN":
1657 case "CROUCH":
1658 case "CROUCHWALK":
1659 {
1660 twoD = true;
1661 }
1662 break;
1663 }
1664 }
1665
1666 if (twoD)
1667 {
1668*/
1669 Vector3 abspos = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, 0.0f);
1670 Vector3 tgt = new Vector3(m_moveToPositionTarget.X, m_moveToPositionTarget.Y, 0.0f);
1671/* if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) there = true;
1672 }
1673 else
1674 {
1675 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) there = true;
1676 }
1677*/
1497 //Check the error term of the current position in relation to the target position 1678 //Check the error term of the current position in relation to the target position
1498 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) 1679// if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1680// if (there)
1681 if (Util.GetDistanceTo(abspos, tgt) <= 0.5f)
1499 { 1682 {
1500 // we are close enough to the target 1683 // we are close enough to the target
1501 m_moveToPositionTarget = Vector3.Zero; 1684 m_moveToPositionTarget = Vector3.Zero;
@@ -1512,11 +1695,15 @@ namespace OpenSim.Region.Framework.Scenes
1512 // unknown forces are acting on the avatar and we need to adaptively respond 1695 // unknown forces are acting on the avatar and we need to adaptively respond
1513 // to such forces, but the following simple approach seems to works fine. 1696 // to such forces, but the following simple approach seems to works fine.
1514 Vector3 LocalVectorToTarget3D = 1697 Vector3 LocalVectorToTarget3D =
1515 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1698// (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1699 (tgt - abspos)
1516 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1700 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1517 // Ignore z component of vector 1701 // Ignore z component of vector
1518 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1702 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1519 LocalVectorToTarget2D.Normalize(); 1703 LocalVectorToTarget2D.Normalize();
1704
1705 //We're not nudging
1706 Nudging = false;
1520 agent_control_v3 += LocalVectorToTarget2D; 1707 agent_control_v3 += LocalVectorToTarget2D;
1521 1708
1522 // update avatar movement flags. the avatar coordinate system is as follows: 1709 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1607,13 +1794,13 @@ namespace OpenSim.Region.Framework.Scenes
1607 // m_log.DebugFormat( 1794 // m_log.DebugFormat(
1608 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1795 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1609 1796
1610 AddNewMovement(agent_control_v3, q); 1797 AddNewMovement(agent_control_v3, q, Nudging);
1611 1798
1612 1799
1613 } 1800 }
1614 } 1801 }
1615 1802
1616 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1803 if (update_movementflag && !SitGround)
1617 Animator.UpdateMovementAnimations(); 1804 Animator.UpdateMovementAnimations();
1618 1805
1619 m_scene.EventManager.TriggerOnClientMovement(this); 1806 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1628,7 +1815,6 @@ namespace OpenSim.Region.Framework.Scenes
1628 m_sitAtAutoTarget = false; 1815 m_sitAtAutoTarget = false;
1629 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1816 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1630 //proxy.PCode = (byte)PCode.ParticleSystem; 1817 //proxy.PCode = (byte)PCode.ParticleSystem;
1631
1632 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1818 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1633 proxyObjectGroup.AttachToScene(m_scene); 1819 proxyObjectGroup.AttachToScene(m_scene);
1634 1820
@@ -1647,8 +1833,15 @@ namespace OpenSim.Region.Framework.Scenes
1647// } 1833// }
1648 } 1834 }
1649 1835
1836 public void StopMoveToPosition()
1837 {
1838 m_moveToPositionTarget = Vector3.Zero;
1839 m_moveToPositionInProgress = false;
1840 }
1841
1650 public void DoMoveToPosition(Object sender, string method, List<String> args) 1842 public void DoMoveToPosition(Object sender, string method, List<String> args)
1651 { 1843 {
1844//Console.WriteLine("SP:DoMoveToPosition");
1652 try 1845 try
1653 { 1846 {
1654 float locx = 0f; 1847 float locx = 0f;
@@ -1670,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
1670 } 1863 }
1671 m_moveToPositionInProgress = true; 1864 m_moveToPositionInProgress = true;
1672 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1865 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1673 } 1866 }
1674 catch (Exception ex) 1867 catch (Exception ex)
1675 { 1868 {
1676 //Why did I get this error? 1869 //Why did I get this error?
@@ -1692,7 +1885,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 Velocity = Vector3.Zero; 1885 Velocity = Vector3.Zero;
1693 SendAvatarDataToAllAgents(); 1886 SendAvatarDataToAllAgents();
1694 1887
1695 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1888 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1696 } 1889 }
1697 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1890 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1698 m_requestedSitTargetUUID = UUID.Zero; 1891 m_requestedSitTargetUUID = UUID.Zero;
@@ -1729,25 +1922,22 @@ namespace OpenSim.Region.Framework.Scenes
1729 1922
1730 if (m_parentID != 0) 1923 if (m_parentID != 0)
1731 { 1924 {
1732 m_log.Debug("StandupCode Executed"); 1925 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1733 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1734 if (part != null) 1926 if (part != null)
1735 { 1927 {
1928 part.TaskInventory.LockItemsForRead(true);
1736 TaskInventoryDictionary taskIDict = part.TaskInventory; 1929 TaskInventoryDictionary taskIDict = part.TaskInventory;
1737 if (taskIDict != null) 1930 if (taskIDict != null)
1738 { 1931 {
1739 lock (taskIDict) 1932 foreach (UUID taskID in taskIDict.Keys)
1740 { 1933 {
1741 foreach (UUID taskID in taskIDict.Keys) 1934 UnRegisterControlEventsToScript(LocalId, taskID);
1742 { 1935 taskIDict[taskID].PermsMask &= ~(
1743 UnRegisterControlEventsToScript(LocalId, taskID); 1936 2048 | //PERMISSION_CONTROL_CAMERA
1744 taskIDict[taskID].PermsMask &= ~( 1937 4); // PERMISSION_TAKE_CONTROLS
1745 2048 | //PERMISSION_CONTROL_CAMERA
1746 4); // PERMISSION_TAKE_CONTROLS
1747 }
1748 } 1938 }
1749
1750 } 1939 }
1940 part.TaskInventory.LockItemsForRead(false);
1751 // Reset sit target. 1941 // Reset sit target.
1752 if (part.GetAvatarOnSitTarget() == UUID) 1942 if (part.GetAvatarOnSitTarget() == UUID)
1753 part.SitTargetAvatar = UUID.Zero; 1943 part.SitTargetAvatar = UUID.Zero;
@@ -1756,16 +1946,55 @@ namespace OpenSim.Region.Framework.Scenes
1756 m_parentPosition = part.GetWorldPosition(); 1946 m_parentPosition = part.GetWorldPosition();
1757 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1947 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1758 } 1948 }
1949 // part.GetWorldRotation() is the rotation of the object being sat on
1950 // Rotation is the sittiing Av's rotation
1951
1952 Quaternion partRot;
1953// if (part.LinkNum == 1)
1954// { // Root prim of linkset
1955// partRot = part.ParentGroup.RootPart.RotationOffset;
1956// }
1957// else
1958// { // single or child prim
1959
1960// }
1961 if (part == null) //CW: Part may be gone. llDie() for example.
1962 {
1963 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1964 }
1965 else
1966 {
1967 partRot = part.GetWorldRotation();
1968 }
1759 1969
1970 Quaternion partIRot = Quaternion.Inverse(partRot);
1971
1972 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1973 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
1974
1975
1760 if (m_physicsActor == null) 1976 if (m_physicsActor == null)
1761 { 1977 {
1762 AddToPhysicalScene(false); 1978 AddToPhysicalScene(false);
1763 } 1979 }
1764 1980 //CW: If the part isn't null then we can set the current position
1765 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1981 if (part != null)
1766 m_parentPosition = Vector3.Zero; 1982 {
1767 1983 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1768 m_parentID = 0; 1984 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1985 part.IsOccupied = false;
1986 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1987 }
1988 else
1989 {
1990 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1991 AbsolutePosition = m_lastWorldPosition;
1992 }
1993
1994 m_parentPosition = Vector3.Zero;
1995 m_parentID = 0;
1996 m_linkedPrim = UUID.Zero;
1997 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1769 SendAvatarDataToAllAgents(); 1998 SendAvatarDataToAllAgents();
1770 m_requestedSitTargetID = 0; 1999 m_requestedSitTargetID = 0;
1771 if (m_physicsActor != null && m_appearance != null) 2000 if (m_physicsActor != null && m_appearance != null)
@@ -1774,7 +2003,6 @@ namespace OpenSim.Region.Framework.Scenes
1774 SetHeight(m_appearance.AvatarHeight); 2003 SetHeight(m_appearance.AvatarHeight);
1775 } 2004 }
1776 } 2005 }
1777
1778 Animator.TrySetMovementAnimation("STAND"); 2006 Animator.TrySetMovementAnimation("STAND");
1779 } 2007 }
1780 2008
@@ -1805,13 +2033,9 @@ namespace OpenSim.Region.Framework.Scenes
1805 Vector3 avSitOffSet = part.SitTargetPosition; 2033 Vector3 avSitOffSet = part.SitTargetPosition;
1806 Quaternion avSitOrientation = part.SitTargetOrientation; 2034 Quaternion avSitOrientation = part.SitTargetOrientation;
1807 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2035 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1808 2036 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1809 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2037 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1810 bool SitTargetisSet = 2038 if (SitTargetisSet && !SitTargetOccupied)
1811 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1812 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1813
1814 if (SitTargetisSet && SitTargetUnOccupied)
1815 { 2039 {
1816 //switch the target to this prim 2040 //switch the target to this prim
1817 return part; 2041 return part;
@@ -1825,85 +2049,168 @@ namespace OpenSim.Region.Framework.Scenes
1825 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 2049 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1826 { 2050 {
1827 bool autopilot = true; 2051 bool autopilot = true;
2052 Vector3 autopilotTarget = new Vector3();
2053 Quaternion sitOrientation = Quaternion.Identity;
1828 Vector3 pos = new Vector3(); 2054 Vector3 pos = new Vector3();
1829 Quaternion sitOrientation = pSitOrientation;
1830 Vector3 cameraEyeOffset = Vector3.Zero; 2055 Vector3 cameraEyeOffset = Vector3.Zero;
1831 Vector3 cameraAtOffset = Vector3.Zero; 2056 Vector3 cameraAtOffset = Vector3.Zero;
1832 bool forceMouselook = false; 2057 bool forceMouselook = false;
1833 2058
1834 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2059 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1835 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2060 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1836 if (part != null) 2061 if (part == null) return;
1837 { 2062
1838 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2063 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1839 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2064 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1840 2065
1841 // Is a sit target available? 2066 // part is the prim to sit on
1842 Vector3 avSitOffSet = part.SitTargetPosition; 2067 // offset is the world-ref vector distance from that prim center to the click-spot
1843 Quaternion avSitOrientation = part.SitTargetOrientation; 2068 // UUID is the UUID of the Avatar doing the clicking
1844 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2069
1845 2070 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1846 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2071
1847 bool SitTargetisSet = 2072 // Is a sit target available?
1848 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 2073 Vector3 avSitOffSet = part.SitTargetPosition;
1849 ( 2074 Quaternion avSitOrientation = part.SitTargetOrientation;
1850 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 2075
1851 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 2076 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1852 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 2077 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1853 ) 2078 Quaternion partRot;
1854 )); 2079// if (part.LinkNum == 1)
1855 2080// { // Root prim of linkset
1856 if (SitTargetisSet && SitTargetUnOccupied) 2081// partRot = part.ParentGroup.RootPart.RotationOffset;
1857 { 2082// }
1858 part.SitTargetAvatar = UUID; 2083// else
1859 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 2084// { // single or child prim
1860 sitOrientation = avSitOrientation; 2085 partRot = part.GetWorldRotation();
1861 autopilot = false; 2086// }
1862 } 2087 Quaternion partIRot = Quaternion.Inverse(partRot);
1863 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2088//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1864 2089 // Sit analysis rewritten by KF 091125
1865 pos = part.AbsolutePosition + offset; 2090 if (SitTargetisSet) // scipted sit
1866 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 2091 {
1867 //{ 2092 if (!part.IsOccupied)
1868 // offset = pos; 2093 {
1869 //autopilot = false; 2094//Console.WriteLine("Scripted, unoccupied");
1870 //} 2095 part.SitTargetAvatar = UUID; // set that Av will be on it
1871 if (m_physicsActor != null) 2096 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1872 { 2097
1873 // If we're not using the client autopilot, we're immediately warping the avatar to the location 2098 Quaternion nrot = avSitOrientation;
1874 // We can remove the physicsActor until they stand up. 2099 if (!part.IsRoot)
1875 m_sitAvatarHeight = m_physicsActor.Size.Z;
1876
1877 if (autopilot)
1878 { 2100 {
1879 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2101 nrot = part.RotationOffset * avSitOrientation;
1880 {
1881 autopilot = false;
1882
1883 RemoveFromPhysicalScene();
1884 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1885 }
1886 } 2102 }
1887 else 2103 sitOrientation = nrot; // Change rotatione to the scripted one
2104 OffsetRotation = nrot;
2105 autopilot = false; // Jump direct to scripted llSitPos()
2106 }
2107 else
2108 {
2109//Console.WriteLine("Scripted, occupied");
2110 return;
2111 }
2112 }
2113 else // Not Scripted
2114 {
2115 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2116 {
2117 // large prim & offset, ignore if other Avs sitting
2118// offset.Z -= 0.05f;
2119 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2120 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2121
2122//Console.WriteLine(" offset ={0}", offset);
2123//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2124//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2125
2126 }
2127 else // small offset
2128 {
2129//Console.WriteLine("Small offset");
2130 if (!part.IsOccupied)
2131 {
2132 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2133 autopilotTarget = part.AbsolutePosition;
2134//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2135 }
2136 else return; // occupied small
2137 } // end large/small
2138 } // end Scripted/not
2139
2140 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2141
2142 cameraAtOffset = part.GetCameraAtOffset();
2143 cameraEyeOffset = part.GetCameraEyeOffset();
2144 forceMouselook = part.GetForceMouselook();
2145 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2146 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2147
2148 if (m_physicsActor != null)
2149 {
2150 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2151 // We can remove the physicsActor until they stand up.
2152 m_sitAvatarHeight = m_physicsActor.Size.Z;
2153 if (autopilot)
2154 { // its not a scripted sit
2155// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2156 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1888 { 2157 {
2158 autopilot = false; // close enough
2159 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2160 Not using the part's position because returning the AV to the last known standing
2161 position is likely to be more friendly, isn't it? */
1889 RemoveFromPhysicalScene(); 2162 RemoveFromPhysicalScene();
1890 } 2163 Velocity = Vector3.Zero;
2164 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2165 } // else the autopilot will get us close
2166 }
2167 else
2168 { // its a scripted sit
2169 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2170 I *am* using the part's position this time because we have no real idea how far away
2171 the avatar is from the sit target. */
2172 RemoveFromPhysicalScene();
2173 Velocity = Vector3.Zero;
1891 } 2174 }
1892
1893 cameraAtOffset = part.GetCameraAtOffset();
1894 cameraEyeOffset = part.GetCameraEyeOffset();
1895 forceMouselook = part.GetForceMouselook();
1896 } 2175 }
1897 2176 else return; // physactor is null!
1898 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2177
1899 m_requestedSitTargetUUID = targetID; 2178 Vector3 offsetr; // = offset * partIRot;
2179 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2180 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2181 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2182 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2183 //offsetr = offset * partIRot;
2184//
2185 // }
2186 // else
2187 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2188 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2189 // (offset * partRot);
2190 // }
2191
2192//Console.WriteLine(" ");
2193//Console.WriteLine("link number ={0}", part.LinkNum);
2194//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2195//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2196//Console.WriteLine("Click offst ={0}", offset);
2197//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2198//Console.WriteLine("offsetr ={0}", offsetr);
2199//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2200//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2201
2202 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2203 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2204
2205 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1900 // This calls HandleAgentSit twice, once from here, and the client calls 2206 // This calls HandleAgentSit twice, once from here, and the client calls
1901 // HandleAgentSit itself after it gets to the location 2207 // HandleAgentSit itself after it gets to the location
1902 // It doesn't get to the location until we've moved them there though 2208 // It doesn't get to the location until we've moved them there though
1903 // which happens in HandleAgentSit :P 2209 // which happens in HandleAgentSit :P
1904 m_autopilotMoving = autopilot; 2210 m_autopilotMoving = autopilot;
1905 m_autoPilotTarget = pos; 2211 m_autoPilotTarget = autopilotTarget;
1906 m_sitAtAutoTarget = autopilot; 2212 m_sitAtAutoTarget = autopilot;
2213 m_initialSitTarget = autopilotTarget;
1907 if (!autopilot) 2214 if (!autopilot)
1908 HandleAgentSit(remoteClient, UUID); 2215 HandleAgentSit(remoteClient, UUID);
1909 } 2216 }
@@ -2198,47 +2505,130 @@ namespace OpenSim.Region.Framework.Scenes
2198 { 2505 {
2199 if (part != null) 2506 if (part != null)
2200 { 2507 {
2508//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2201 if (part.GetAvatarOnSitTarget() == UUID) 2509 if (part.GetAvatarOnSitTarget() == UUID)
2202 { 2510 {
2511//Console.WriteLine("Scripted Sit");
2512 // Scripted sit
2203 Vector3 sitTargetPos = part.SitTargetPosition; 2513 Vector3 sitTargetPos = part.SitTargetPosition;
2204 Quaternion sitTargetOrient = part.SitTargetOrientation; 2514 Quaternion sitTargetOrient = part.SitTargetOrientation;
2205
2206 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2207 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2208
2209 //Quaternion result = (sitTargetOrient * vq) * nq;
2210
2211 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2515 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2212 m_pos += SIT_TARGET_ADJUSTMENT; 2516 m_pos += SIT_TARGET_ADJUSTMENT;
2517 if (!part.IsRoot)
2518 {
2519 m_pos *= part.RotationOffset;
2520 }
2213 m_bodyRot = sitTargetOrient; 2521 m_bodyRot = sitTargetOrient;
2214 //Rotation = sitTargetOrient;
2215 m_parentPosition = part.AbsolutePosition; 2522 m_parentPosition = part.AbsolutePosition;
2216 2523 part.IsOccupied = true;
2217 //SendTerseUpdateToAllClients(); 2524 part.ParentGroup.AddAvatar(agentID);
2218 } 2525 }
2219 else 2526 else
2220 { 2527 {
2221 m_pos -= part.AbsolutePosition; 2528 // if m_avUnscriptedSitPos is zero then Av sits above center
2529 // Else Av sits at m_avUnscriptedSitPos
2530
2531 // Non-scripted sit by Kitto Flora 21Nov09
2532 // Calculate angle of line from prim to Av
2533 Quaternion partIRot;
2534// if (part.LinkNum == 1)
2535// { // Root prim of linkset
2536// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2537// }
2538// else
2539// { // single or child prim
2540 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2541// }
2542 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2543 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2544 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2545 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2546 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2547 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2548 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2549 // Av sits at world euler <0,0, z>, translated by part rotation
2550 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2551
2222 m_parentPosition = part.AbsolutePosition; 2552 m_parentPosition = part.AbsolutePosition;
2223 } 2553 part.IsOccupied = true;
2554 part.ParentGroup.AddAvatar(agentID);
2555 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2556 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2557 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2558 m_avUnscriptedSitPos; // adds click offset, if any
2559 //Set up raytrace to find top surface of prim
2560 Vector3 size = part.Scale;
2561 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2562 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2563 Vector3 down = new Vector3(0f, 0f, -1f);
2564//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2565 m_scene.PhysicsScene.RaycastWorld(
2566 start, // Vector3 position,
2567 down, // Vector3 direction,
2568 mag, // float length,
2569 SitAltitudeCallback); // retMethod
2570 } // end scripted/not
2224 } 2571 }
2225 else 2572 else // no Av
2226 { 2573 {
2227 return; 2574 return;
2228 } 2575 }
2229 } 2576 }
2230 m_parentID = m_requestedSitTargetID;
2231 2577
2578 //We want our offsets to reference the root prim, not the child we may have sat on
2579 if (!part.IsRoot)
2580 {
2581 m_parentID = part.ParentGroup.RootPart.LocalId;
2582 m_pos += part.OffsetPosition;
2583 }
2584 else
2585 {
2586 m_parentID = m_requestedSitTargetID;
2587 }
2588
2589 m_linkedPrim = part.UUID;
2590 if (part.GetAvatarOnSitTarget() != UUID)
2591 {
2592 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2593 }
2232 Velocity = Vector3.Zero; 2594 Velocity = Vector3.Zero;
2233 RemoveFromPhysicalScene(); 2595 RemoveFromPhysicalScene();
2234
2235 Animator.TrySetMovementAnimation(sitAnimation); 2596 Animator.TrySetMovementAnimation(sitAnimation);
2236 SendAvatarDataToAllAgents(); 2597 SendAvatarDataToAllAgents();
2237 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2238 // So we're also sending a terse update (which has avatar rotation)
2239 // [Update] We do now.
2240 //SendTerseUpdateToAllClients(); 2598 //SendTerseUpdateToAllClients();
2241 } 2599 }
2600
2601 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2602 {
2603 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2604 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2605 if(hitYN)
2606 {
2607 // m_pos = Av offset from prim center to make look like on center
2608 // m_parentPosition = Actual center pos of prim
2609 // collisionPoint = spot on prim where we want to sit
2610 // collisionPoint.Z = global sit surface height
2611 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2612 Quaternion partIRot;
2613// if (part.LinkNum == 1)
2614/// { // Root prim of linkset
2615// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2616// }
2617// else
2618// { // single or child prim
2619 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2620// }
2621 if (m_initialSitTarget != null)
2622 {
2623 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2624 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2625 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2626 m_pos += offset;
2627 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2628 }
2629
2630 }
2631 } // End SitAltitudeCallback KF.
2242 2632
2243 /// <summary> 2633 /// <summary>
2244 /// Event handler for the 'Always run' setting on the client 2634 /// Event handler for the 'Always run' setting on the client
@@ -2268,12 +2658,13 @@ namespace OpenSim.Region.Framework.Scenes
2268 /// </summary> 2658 /// </summary>
2269 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2659 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2270 /// <param name="rotation">The direction in which this avatar should now face. 2660 /// <param name="rotation">The direction in which this avatar should now face.
2271 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2661 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2272 { 2662 {
2273 if (m_isChildAgent) 2663 if (m_isChildAgent)
2274 { 2664 {
2275 // WHAT??? 2665 // WHAT???
2276 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2666 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
2667
2277 return; 2668 return;
2278 } 2669 }
2279 2670
@@ -2282,15 +2673,26 @@ namespace OpenSim.Region.Framework.Scenes
2282 Rotation = rotation; 2673 Rotation = rotation;
2283 Vector3 direc = vec * rotation; 2674 Vector3 direc = vec * rotation;
2284 direc.Normalize(); 2675 direc.Normalize();
2676 PhysicsActor actor = m_physicsActor;
2677
2678 if (actor.Flying != m_flyingOld) // add for fly velocity control
2679 {
2680 m_flyingOld = actor.Flying; // add for fly velocity control
2681 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2682 }
2683
2684 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2685
2686 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2285 2687
2286 direc *= 0.03f * 128f * m_speedModifier; 2688 direc *= 0.03f * 128f * m_speedModifier;
2287 2689
2288 PhysicsActor actor = m_physicsActor;
2289 if (actor != null) 2690 if (actor != null)
2290 { 2691 {
2291 if (actor.Flying) 2692 if (actor.Flying)
2292 { 2693 {
2293 direc *= 4.0f; 2694// rm speed mod direc *= 4.0f;
2695 direc *= 5.2f; // for speed mod
2294 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2696 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2295 //bool colliding = (m_physicsActor.IsColliding==true); 2697 //bool colliding = (m_physicsActor.IsColliding==true);
2296 //if (controlland) 2698 //if (controlland)
@@ -2303,22 +2705,34 @@ namespace OpenSim.Region.Framework.Scenes
2303 // m_log.Info("[AGENT]: Stop FLying"); 2705 // m_log.Info("[AGENT]: Stop FLying");
2304 //} 2706 //}
2305 } 2707 }
2708 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2709 {
2710 direc *= 0.0f;
2711 }
2712 /* This jumping section removed to SPA
2306 else if (!actor.Flying && actor.IsColliding) 2713 else if (!actor.Flying && actor.IsColliding)
2307 { 2714 {
2308 if (direc.Z > 2.0f) 2715 if (direc.Z > 2.0f)
2309 { 2716 {
2310 direc.Z *= 3.0f; 2717 if(m_animator.m_animTickJump == -1)
2311 2718 {
2312 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2719 direc.Z *= 3.0f; // jump
2313 Animator.TrySetMovementAnimation("PREJUMP"); 2720 }
2314 Animator.TrySetMovementAnimation("JUMP"); 2721 else
2722 {
2723 direc.Z *= 0.1f; // prejump
2724 }
2725 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2726 Animator.TrySetMovementAnimation("PREJUMP");
2727 Animator.TrySetMovementAnimation("JUMP");
2728 * /
2315 } 2729 }
2316 } 2730 } */
2317 } 2731 }
2318 2732
2319 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2733 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2320 m_forceToApply = direc; 2734 m_forceToApply = direc;
2321 2735 m_isNudging = Nudging;
2322 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2736 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2323 } 2737 }
2324 2738
@@ -2367,6 +2781,9 @@ namespace OpenSim.Region.Framework.Scenes
2367 2781
2368 CheckForSignificantMovement(); // sends update to the modules. 2782 CheckForSignificantMovement(); // sends update to the modules.
2369 } 2783 }
2784
2785 //Sending prim updates AFTER the avatar terse updates are sent
2786 SendPrimUpdates();
2370 } 2787 }
2371 2788
2372 #endregion 2789 #endregion
@@ -3182,6 +3599,7 @@ namespace OpenSim.Region.Framework.Scenes
3182 m_callbackURI = cAgent.CallbackURI; 3599 m_callbackURI = cAgent.CallbackURI;
3183 3600
3184 m_pos = cAgent.Position; 3601 m_pos = cAgent.Position;
3602
3185 m_velocity = cAgent.Velocity; 3603 m_velocity = cAgent.Velocity;
3186 m_CameraCenter = cAgent.Center; 3604 m_CameraCenter = cAgent.Center;
3187 m_CameraAtAxis = cAgent.AtAxis; 3605 m_CameraAtAxis = cAgent.AtAxis;
@@ -3270,17 +3688,45 @@ namespace OpenSim.Region.Framework.Scenes
3270 /// </summary> 3688 /// </summary>
3271 public override void UpdateMovement() 3689 public override void UpdateMovement()
3272 { 3690 {
3273 if (m_forceToApply.HasValue) 3691 if (Animator!=null) // add for jumping
3274 { 3692 { // add for jumping
3275 Vector3 force = m_forceToApply.Value; 3693 // if (!m_animator.m_jumping) // add for jumping
3276 3694 // { // add for jumping
3277 m_updateflag = true;
3278 3695
3279 Velocity = force; 3696 if (m_forceToApply.HasValue) // this section realigned
3697 {
3280 3698
3281 m_forceToApply = null; 3699 Vector3 force = m_forceToApply.Value;
3282 } 3700 m_updateflag = true;
3283 } 3701if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3702 Velocity = force;
3703//Console.WriteLine("UM1 {0}", Velocity);
3704 m_forceToApply = null;
3705 }
3706 else
3707 {
3708 if (m_isNudging)
3709 {
3710 Vector3 force = Vector3.Zero;
3711
3712 m_updateflag = true;
3713if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3714 Velocity = force;
3715//Console.WriteLine("UM2 {0}", Velocity);
3716 m_isNudging = false;
3717 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3718 }
3719 else // add for jumping
3720 { // add for jumping
3721 Vector3 force = Vector3.Zero; // add for jumping
3722if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3723//Console.WriteLine("UM3 {0}", Velocity);
3724 Velocity = force; // add for jumping
3725 }
3726 }
3727 // } // end realign
3728 } // add for jumping
3729 } // add for jumping
3284 3730
3285 /// <summary> 3731 /// <summary>
3286 /// Adds a physical representation of the avatar to the Physics plugin 3732 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3294,10 +3740,8 @@ namespace OpenSim.Region.Framework.Scenes
3294 3740
3295 Vector3 pVec = AbsolutePosition; 3741 Vector3 pVec = AbsolutePosition;
3296 3742
3297 // Old bug where the height was in centimeters instead of meters
3298 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3743 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3299 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3744 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3300
3301 scene.AddPhysicsActorTaint(m_physicsActor); 3745 scene.AddPhysicsActorTaint(m_physicsActor);
3302 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3746 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3303 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3747 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3321,18 +3765,29 @@ namespace OpenSim.Region.Framework.Scenes
3321 { 3765 {
3322 if (e == null) 3766 if (e == null)
3323 return; 3767 return;
3324 3768
3325 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3769 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3326 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3327 // as of this comment the interval is set in AddToPhysicalScene 3770 // as of this comment the interval is set in AddToPhysicalScene
3328 if (Animator!=null) 3771 if (Animator!=null)
3329 Animator.UpdateMovementAnimations(); 3772 {
3773 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3774 { // else its will lock out other animation changes, like ground sit.
3775 Animator.UpdateMovementAnimations();
3776 m_updateCount--;
3777 }
3778 }
3330 3779
3331 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3780 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3332 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3781 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3333 3782
3334 CollisionPlane = Vector4.UnitW; 3783 CollisionPlane = Vector4.UnitW;
3335 3784
3785 if (m_lastColCount != coldata.Count)
3786 {
3787 m_updateCount = UPDATE_COUNT;
3788 m_lastColCount = coldata.Count;
3789 }
3790
3336 if (coldata.Count != 0 && Animator != null) 3791 if (coldata.Count != 0 && Animator != null)
3337 { 3792 {
3338 switch (Animator.CurrentMovementAnimation) 3793 switch (Animator.CurrentMovementAnimation)
@@ -3362,6 +3817,148 @@ namespace OpenSim.Region.Framework.Scenes
3362 } 3817 }
3363 } 3818 }
3364 3819
3820 List<uint> thisHitColliders = new List<uint>();
3821 List<uint> endedColliders = new List<uint>();
3822 List<uint> startedColliders = new List<uint>();
3823
3824 foreach (uint localid in coldata.Keys)
3825 {
3826 thisHitColliders.Add(localid);
3827 if (!m_lastColliders.Contains(localid))
3828 {
3829 startedColliders.Add(localid);
3830 }
3831 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3832 }
3833
3834 // calculate things that ended colliding
3835 foreach (uint localID in m_lastColliders)
3836 {
3837 if (!thisHitColliders.Contains(localID))
3838 {
3839 endedColliders.Add(localID);
3840 }
3841 }
3842 //add the items that started colliding this time to the last colliders list.
3843 foreach (uint localID in startedColliders)
3844 {
3845 m_lastColliders.Add(localID);
3846 }
3847 // remove things that ended colliding from the last colliders list
3848 foreach (uint localID in endedColliders)
3849 {
3850 m_lastColliders.Remove(localID);
3851 }
3852
3853 // do event notification
3854 if (startedColliders.Count > 0)
3855 {
3856 ColliderArgs StartCollidingMessage = new ColliderArgs();
3857 List<DetectedObject> colliding = new List<DetectedObject>();
3858 foreach (uint localId in startedColliders)
3859 {
3860 if (localId == 0)
3861 continue;
3862
3863 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3864 string data = "";
3865 if (obj != null)
3866 {
3867 DetectedObject detobj = new DetectedObject();
3868 detobj.keyUUID = obj.UUID;
3869 detobj.nameStr = obj.Name;
3870 detobj.ownerUUID = obj.OwnerID;
3871 detobj.posVector = obj.AbsolutePosition;
3872 detobj.rotQuat = obj.GetWorldRotation();
3873 detobj.velVector = obj.Velocity;
3874 detobj.colliderType = 0;
3875 detobj.groupUUID = obj.GroupID;
3876 colliding.Add(detobj);
3877 }
3878 }
3879
3880 if (colliding.Count > 0)
3881 {
3882 StartCollidingMessage.Colliders = colliding;
3883
3884 foreach (SceneObjectGroup att in Attachments)
3885 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3886 }
3887 }
3888
3889 if (endedColliders.Count > 0)
3890 {
3891 ColliderArgs EndCollidingMessage = new ColliderArgs();
3892 List<DetectedObject> colliding = new List<DetectedObject>();
3893 foreach (uint localId in endedColliders)
3894 {
3895 if (localId == 0)
3896 continue;
3897
3898 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3899 string data = "";
3900 if (obj != null)
3901 {
3902 DetectedObject detobj = new DetectedObject();
3903 detobj.keyUUID = obj.UUID;
3904 detobj.nameStr = obj.Name;
3905 detobj.ownerUUID = obj.OwnerID;
3906 detobj.posVector = obj.AbsolutePosition;
3907 detobj.rotQuat = obj.GetWorldRotation();
3908 detobj.velVector = obj.Velocity;
3909 detobj.colliderType = 0;
3910 detobj.groupUUID = obj.GroupID;
3911 colliding.Add(detobj);
3912 }
3913 }
3914
3915 if (colliding.Count > 0)
3916 {
3917 EndCollidingMessage.Colliders = colliding;
3918
3919 foreach (SceneObjectGroup att in Attachments)
3920 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3921 }
3922 }
3923
3924 if (thisHitColliders.Count > 0)
3925 {
3926 ColliderArgs CollidingMessage = new ColliderArgs();
3927 List<DetectedObject> colliding = new List<DetectedObject>();
3928 foreach (uint localId in thisHitColliders)
3929 {
3930 if (localId == 0)
3931 continue;
3932
3933 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3934 string data = "";
3935 if (obj != null)
3936 {
3937 DetectedObject detobj = new DetectedObject();
3938 detobj.keyUUID = obj.UUID;
3939 detobj.nameStr = obj.Name;
3940 detobj.ownerUUID = obj.OwnerID;
3941 detobj.posVector = obj.AbsolutePosition;
3942 detobj.rotQuat = obj.GetWorldRotation();
3943 detobj.velVector = obj.Velocity;
3944 detobj.colliderType = 0;
3945 detobj.groupUUID = obj.GroupID;
3946 colliding.Add(detobj);
3947 }
3948 }
3949
3950 if (colliding.Count > 0)
3951 {
3952 CollidingMessage.Colliders = colliding;
3953
3954 lock (m_attachments)
3955 {
3956 foreach (SceneObjectGroup att in m_attachments)
3957 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3958 }
3959 }
3960 }
3961
3365 if (m_invulnerable) 3962 if (m_invulnerable)
3366 return; 3963 return;
3367 3964
@@ -3446,6 +4043,10 @@ namespace OpenSim.Region.Framework.Scenes
3446 { 4043 {
3447 lock (m_attachments) 4044 lock (m_attachments)
3448 { 4045 {
4046 // This may be true when the attachment comes back
4047 // from serialization after login. Clear it.
4048 gobj.IsDeleted = false;
4049
3449 m_attachments.Add(gobj); 4050 m_attachments.Add(gobj);
3450 } 4051 }
3451 } 4052 }
@@ -3787,6 +4388,39 @@ namespace OpenSim.Region.Framework.Scenes
3787 return; 4388 return;
3788 } 4389 }
3789 4390
4391 XmlDocument doc = new XmlDocument();
4392 string stateData = String.Empty;
4393
4394 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4395 if (attServ != null)
4396 {
4397 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4398 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4399 if (stateData != String.Empty)
4400 {
4401 try
4402 {
4403 doc.LoadXml(stateData);
4404 }
4405 catch { }
4406 }
4407 }
4408
4409 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4410
4411 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4412 if (nodes.Count > 0)
4413 {
4414 foreach (XmlNode n in nodes)
4415 {
4416 XmlElement elem = (XmlElement)n;
4417 string itemID = elem.GetAttribute("ItemID");
4418 string xml = elem.InnerXml;
4419
4420 itemData[new UUID(itemID)] = xml;
4421 }
4422 }
4423
3790 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4424 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3791 foreach (AvatarAttachment attach in attachments) 4425 foreach (AvatarAttachment attach in attachments)
3792 { 4426 {
@@ -3807,7 +4441,30 @@ namespace OpenSim.Region.Framework.Scenes
3807 4441
3808 try 4442 try
3809 { 4443 {
3810 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4444 string xmlData;
4445 XmlDocument d = new XmlDocument();
4446 UUID asset;
4447 if (itemData.TryGetValue(itemID, out xmlData))
4448 {
4449 d.LoadXml(xmlData);
4450 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4451
4452 // Rez from inventory
4453 asset
4454 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4455
4456 }
4457 else
4458 {
4459 // Rez from inventory (with a null doc to let
4460 // CHANGED_OWNER happen)
4461 asset
4462 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4463 }
4464
4465 m_log.InfoFormat(
4466 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4467 p, itemID, asset);
3811 } 4468 }
3812 catch (Exception e) 4469 catch (Exception e)
3813 { 4470 {
@@ -3840,6 +4497,15 @@ namespace OpenSim.Region.Framework.Scenes
3840 m_reprioritization_called = false; 4497 m_reprioritization_called = false;
3841 } 4498 }
3842 } 4499 }
4500
4501 private Vector3 Quat2Euler(Quaternion rot){
4502 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4503 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4504 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4505 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4506 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4507 return(new Vector3(x,y,z));
4508 }
3843 4509
3844 public void SaveChangedAttachments() 4510 public void SaveChangedAttachments()
3845 { 4511 {
@@ -3863,5 +4529,30 @@ namespace OpenSim.Region.Framework.Scenes
3863 } 4529 }
3864 } 4530 }
3865 } 4531 }
4532
4533 private void CheckLandingPoint(ref Vector3 pos)
4534 {
4535 // Never constrain lures
4536 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4537 return;
4538
4539 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4540 return;
4541
4542 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4543
4544 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4545 land.LandData.UserLocation != Vector3.Zero &&
4546 land.LandData.OwnerID != m_uuid &&
4547 (!m_scene.Permissions.IsGod(m_uuid)) &&
4548 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4549 {
4550 float curr = Vector3.Distance(AbsolutePosition, pos);
4551 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4552 pos = land.LandData.UserLocation;
4553 else
4554 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4555 }
4556 }
3866 } 4557 }
3867} 4558}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 7c067ca..1f4ec96 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
106 g.ScheduleFullUpdateToAvatar(m_presence); 106 g.ScheduleFullUpdateToAvatar(m_presence);
107 } 107 }
108 108
109 while (m_partsUpdateQueue.Count > 0) 109 while (m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 872816c..c42302f 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 }
@@ -237,7 +237,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
237 if (originalLinkNum != 0) 237 if (originalLinkNum != 0)
238 part.LinkNum = originalLinkNum; 238 part.LinkNum = originalLinkNum;
239 239
240 part.StoreUndoState(); 240 part.StoreUndoState(UndoType.STATE_ALL);
241 reader.Close(); 241 reader.Close();
242 sr.Close(); 242 sr.Close();
243 } 243 }
@@ -1493,12 +1493,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1493 { 1493 {
1494 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1494 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1495 1495
1496 if (reader.IsEmptyElement)
1497 {
1498 reader.Read();
1499 return tinv;
1500 }
1501
1502 reader.ReadStartElement(name, String.Empty); 1496 reader.ReadStartElement(name, String.Empty);
1503 1497
1504 while (reader.Name == "TaskInventoryItem") 1498 while (reader.Name == "TaskInventoryItem")
@@ -1532,12 +1526,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1532 { 1526 {
1533 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1527 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1534 1528
1535 if (reader.IsEmptyElement)
1536 {
1537 reader.Read();
1538 return shape;
1539 }
1540
1541 reader.ReadStartElement(name, String.Empty); // Shape 1529 reader.ReadStartElement(name, String.Empty); // Shape
1542 1530
1543 string nodeName = string.Empty; 1531 string nodeName = string.Empty;
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
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 77b1535..fdfbc78 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;